mod参数/graphics

来自RustedWarfare Wiki

image: <值> file (image)
<释> File path to png image.
image: body.png

image_back: <值> file (image)
<释> An optional image drawn behind other units. Useful for factories that units exit
image_back: floor.png

image_shield <值> file (image)
<释> Image to show as a custom shield
image_shield: forcefield.png

image_wreak: <值> file (image)
<释> Image to use when unit dies. Can be NONE to leave no wreak
image_wreak: ded.png

image_offsetX: <值> int
<释> Use this to adjust the graphics of a unit if it is too far off one side
image_offsetX: 21

image_offsetY: <值> int
<释> Use this to adjust the graphics of a unit if it is too far off one side
image_offsetY: 41

image_offsetH: <值> int
<释> "Use this to adjust the height of the graphic, especially when using decals"
image_offsetH: 25

image_floatingPointSize <值> int
<释> Fixes of by 1 pixel sizing for images with widths and/or height that has odd value
image_floatingPointSize: 10

isVisible <值> logic
<释> If false will hide the unit.
isVisible: false

isVisibleToEnemies <值> bool
<释> Only visible to player and allies when false. Recommend with showOnMinimapToEnemies. Useful for stealth units.
isVisibleToEnemies: false

teamColoringMode <值>
<释> "How pixels are used for team coloring, options: pureGreen (default), hueAdd, hueShift, disabled"
teamColoringMode: disabled

scaleImagesTo: <值> float
<释> "Resize image to fit this value in pixels. Effects leg, and shadow images as well."
scaleImagesTo: 1

imageScale: <值> float
<释> "Resize image. Defaults to 1. Effects leg, and shadow images as well."
imageScale: 1

drawLayer: <值> string
<释> "Land units normally default to ground or ground2 if transport. Options: wreaks, underwater, bottom, ground, ground2, experimentals, air, top"
drawLayer: bottom

whenBeingBuiltMakeTransparentTill <值> float
<释> "How long the transparent effect is applied to incomplete units, set to 0 to disable completely. Default: 1"
whenBeingBuiltMakeTransparentTill: 0.4

icon_zoomed_out <值> file (image)
<释> Sets the custom image of the unit icon on the zoomed out battle map
icon_zoomed_out: unitIcon.png

icon_zoomed_out_neverShow <值> bool
<释> Sets wheather show the unit icon or not on the zoomed out battle map
icon_zoomed_out_neverShow: false

icon_build <值> file (image)
<释> Displays icon of the unit on Build Panel
icon_build: iconFish.png

image_turret: <值> file (image)
<释> "Default image for all turrets, can also be set per turret"
image_turret: gun.png

teamColorsOnTurret: <值> bool
<释> Defaults false. Apply team colours on turret as well. Also effects pre-turret images
teamColorsOnTurret: true

scaleTurretImagesTo: <值> float
<释> "Will cause crash if image_turret is not specified, even if image is set per turret"
scaleTurretImagesTo: 1.2

lock_body_rotation_with_main_turret: <值> bool
<释> Locks body image locked to first turret's direction
lock_body_rotation_with_main_turret: true

lock_leg_rotation_with_main_turret <值> bool
<释> Locks legs and arms to first turret's direction
lock_leg_rotation_with_main_turret: true

image_shadow: <值> file (image)
<释> "Image file, NONE, AUTO or AUTO_ANIMATED. (AUTO will use image and make it transparent black only.)"
image_shadow: shadow.png

shadowOffsetX: <值> float
<释> Adjusts shadow horizontally
shadowOffsetX: 10

shadowOffsetY: <值> float
<释> Adjusts shadow vertically
shadowOffsetY: 10

image_shadow_frames <值> bool
<释> If shadow image should use frame animation of main image. .Alternative to AUTO_ANIMATED shadow value.
image_shadow_frames: true

lock_shadow_rotation_with_main_turret: <值> bool
<释> Locks body image shadow locked to first turret's direction
lock_shadow_rotation_with_main_turret: true

total_frames <值> int
<释> Defaults to 1. Animations require this.
total_frames: 3

frame_width: <值> int
<释> "Calculated for you if total frames is set, but can be overridden"
frame_width: 40

frame_height: <值> int
<释> Defaults to image height
frame_height: 60

default_frame <值> int
<释> Default frame when not playing an animation. First frame is 0
default_frame: 0

splastEffect: <值> bool
<释> True to create a water wave effect when over water. Default false
splastEffect: true

dustEffect: <值> bool
<释> True to create a dust effect when over land. Default false
dustEffect: true

splastEffectReverse: <值> bool
<释> True to also create effect when unit is reversing
splastEffectReverse: true

dustEffectReverse: <值> bool
<释> True to also create effect when unit is reversing
dustEffectReverse: true

movementEffect <值> effect
<释> "Custom movement effect, can be anything"
"movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5"

movementEffectReverse <值> effect
<释> Reversed version of movementEffect: key
"movementEffectReverse: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5"

movementEffectRate <值> float
<释> Sets the frequency of effects being spawned while moving
movementEffectRate: 10

movementEffectReverseFlipEffects <值> bool
<释> Create effect as if unit has rotated 180 when reversing
movementEffectReverseFlipEffects: true

repairEffect <值> effect ref
<释> "Custom repair effect, can be anything. Replaces default effect from builders"
repairEffect: CUSTOM:mist*5

repairEffectAtTarget <值> effect
<释> Custom repair effect towards the repaired target
repairEffectAtTarget: CUSTOM:greensparks*2

repairEffectRate <值> int
<释> "Sets the frequency of effects being spawned while repairing. Defaults to 5, affects both sides."
repairEffectRate: 20

reclaimEffect <值> effect
<释> "Custom reclaim effect, can be anything. Replaces default effect from builders"
reclaimEffect: CUSTOM:sap*5

reclaimEffectAtTarget <值> effect
<释> Custom reclaim effect towards the reclaimed target
reclaimEffectAtTarget: CUSTOM:redsparks*2

reclaimEffectRate <值> int
<释> "Sets the frequency of effects being spawned while reclaiming. Defaults to 5, affects both sides."
reclaimEffectRate: 20

rotate_with_direction: <值> bool
<释> Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_*
rotate_with_direction: false

animation_direction_units: <值> float
<释> "45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false"
animation_direction_units: 45

animation_direction_strideX: <值> int
<释> Animation frames to offset on direction change.
animation_direction_strideX: 40

animation_direction_strideY: <值> int
<释> Animation frames to offset on direction change. Used with frame_height.
animation_direction_strideY: 60

animation_direction_starting: <值> float
<释> Direction for first frame
animation_direction_starting: 90

disableLowHpFire <值> bool
<释> "Defaults to false. When true, removes the flames on severely damaged unit/structure."
disableLowHpFire: false

disableLowHpSmoke <值> bool
<释> "Defaults to false. When true, removes the smokes on severely damaged unit/structure."
disableLowHpSmoke: false

showTransportBar: <值> bool
<释> Defaults to true. Shows the transport bar for transport units.
showTransportBar: false

showHealthBar <值> bool
<释> "Defaults to true. Shows the health bar of a unit. (Still hidden even if true when ""Always show unit health"" setting is disabled.)"
showHealthBar: false

showEnergyBar <值> bool
<释> Defaults to true. Shows the energy bar of a unit.
showEnergyBar: false

showShieldBar <值> bool
<释> Defaults to true. Shows the shield bar of a unit. Also affects the presence of set custom shield sprite.
showShieldBar: false

showQueueBar <值> bool
<释> Defaults to true. Shows the bar for build or action queue of a unit.
showQueueBar: false

showShotDelayBar <值> bool
<释> Defaults to true. Shows the shot delay/warmup of a unit before firing.
showShotDelayBar: false

showSelectionIndicator <值> bool
<释> Defaults to true. Shows select circle/box if true
showSelectionIndicator: false

teamColorsUseHue: <值> bool
<释> False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false

animation_TYPE_start: <值> int
<释> "TYPE can be set to: attack, moving, idle. Use [animation] section instead for more control"
animation_moving_start: 0

animation_TYPE_end: <值> int
<释> "End frame, must be larger then start"
animation_moving_end: 3

animation_TYPE_scale_start: <值> float
<释> Scale unit image. Defaults to 1. Useful for bio units or breathing effects.

animation_TYPE_scale_end: <值> float
<释> Scale unit image. Defaults to 1. Useful for bio units or breathing effects.

animation_TYPE_speed: <值> float
<释> Delay for each frame of animation. Larger values cause slower animation

animation_TYPE_pingPong: <值> bool
<释> Play animation in reverse before repeating. Useful with scale_start/scale_end