forked from OpenRA/OpenRA
-
Notifications
You must be signed in to change notification settings - Fork 0
Sequence properties documentation
Pavel Penev edited this page Jun 12, 2022
·
6 revisions
This documentation is aimed at modders and has been automatically generated for version dev-20220612 of OpenRA. Please do not edit it directly, but instead add new [Desc("String")] tags to the source code.
Listed below are all sprite sequence types with their properties and their default values plus developer commentary and related enums (at the bottom):
Inherits from: DefaultSpriteSequence.
| Property | Default Value | Type | Description |
|---|---|---|---|
| UseClassicFacings | False | Boolean | Incorporate a compensation factor due to the distortion caused by 3D-Studio when it tried to render 45% angles which was used by Westwood Studios at that time. |
| Start | 0 | Integer | Frame index to start from. |
| Length | 1 | Integer | Number of frames to use. Does not have to be the total amount the sprite sheet has. |
| Stride | 0 | Integer | Multiplier for the number of facings. |
| Facings | 1 | Integer | The amount of directions the unit faces. Use negative values to rotate counter-clockwise. |
| Tick | 40 | Integer | Time (in milliseconds) to wait until playing the next frame in the animation. |
| ZOffset | 0 | Integer | Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. Use power of 2 values to avoid glitches. |
| ZRamp | 0 | Real Number | |
| ShadowStart | -1 | Integer | If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, set this to the frame index where it starts. |
| ShadowZOffset | 0 | Integer | Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles. Defined in WDist units! |
| Frames | None | Collection of Integer | The individual frames to play instead of going through them sequentially from the Start. |
| IgnoreWorldTint | False | Boolean | Don't apply terrain lighting or colored overlays. |
| Scale | 1 | Real Number | |
| Reverses | False | Boolean | Play the sprite sequence back and forth. |
| Transpose | False | Boolean | Support a frame order where each animation step is split per each direction. |
| FlipX | False | Boolean | Mirror on the X axis. |
| FlipY | False | Boolean | Mirror on the Y axis. |
| Offset | 0,0,0 | float3 | Change the position in-game on X, Y, Z. |
| BlendMode | Alpha | BlendMode |
Apply an OpenGL/Photoshop inspired blend mode. Available modes are: None, Alpha, Additive, Subtractive, Multiply, Multiplicative, DoubleMultiplicative, LowAdditive, Screen, Translucent. |
| Combine | None | Object | Allows to append multiple sequence definitions which are indented below this node like when offsets differ per frame or a sequence is spread across individual files. |
| Alpha | None | Collection of Real Number | Sets transparency - use one value to set for all frames or provide a value for each frame. |
| AlphaFade | False | Boolean | Plays a fade out effect. |
| DepthSprite | None | String | Name of the file containing the depth data sprite. |
| DepthSpriteFrame | 0 | Integer | Frame index containing the depth data. |
| DepthSpriteOffset | 0,0 | 2D Real Number | |
| EmbeddedPalette | None | String | Use the palette embedded in the defined sprite. (Note: The name given here is actually irrelevant) |
A sprite sequence that can have tileset-specific variants and has the oddities that come with first-generation Westwood titles.
Inherits from: ClassicSpriteSequence, DefaultSpriteSequence.
| Property | Default Value | Type | Description |
|---|---|---|---|
| TilesetOverrides | None | Dictionary with Key: String, Value: String | Dictionary of <string: string> with tileset name to override -> tileset name to use instead. |
| UseTilesetCode | False | Boolean | Use TilesetCodes as defined in mod.yaml to add a letter as a second character into the sprite filename like the Westwood 2.5D titles did for tileset-specific variants. |
| AddExtension | True | Boolean | Append a tileset-specific extension to the file name - either as defined in mod.yaml's TilesetExtensions (if UseTilesetExtension is used) or the default hardcoded one for this sequence type (.shp). |
| UseTilesetExtension | False | Boolean | Whether mod.yaml's TilesetExtensions should be used with the sequence's file name. |
| UseClassicFacings | False | Boolean | Incorporate a compensation factor due to the distortion caused by 3D-Studio when it tried to render 45% angles which was used by Westwood Studios at that time. |
| Start | 0 | Integer | Frame index to start from. |
| Length | 1 | Integer | Number of frames to use. Does not have to be the total amount the sprite sheet has. |
| Stride | 0 | Integer | Multiplier for the number of facings. |
| Facings | 1 | Integer | The amount of directions the unit faces. Use negative values to rotate counter-clockwise. |
| Tick | 40 | Integer | Time (in milliseconds) to wait until playing the next frame in the animation. |
| ZOffset | 0 | Integer | Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. Use power of 2 values to avoid glitches. |
| ZRamp | 0 | Real Number | |
| ShadowStart | -1 | Integer | If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, set this to the frame index where it starts. |
| ShadowZOffset | 0 | Integer | Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles. Defined in WDist units! |
| Frames | None | Collection of Integer | The individual frames to play instead of going through them sequentially from the Start. |
| IgnoreWorldTint | False | Boolean | Don't apply terrain lighting or colored overlays. |
| Scale | 1 | Real Number | |
| Reverses | False | Boolean | Play the sprite sequence back and forth. |
| Transpose | False | Boolean | Support a frame order where each animation step is split per each direction. |
| FlipX | False | Boolean | Mirror on the X axis. |
| FlipY | False | Boolean | Mirror on the Y axis. |
| Offset | 0,0,0 | float3 | Change the position in-game on X, Y, Z. |
| BlendMode | Alpha | BlendMode |
Apply an OpenGL/Photoshop inspired blend mode. Available modes are: None, Alpha, Additive, Subtractive, Multiply, Multiplicative, DoubleMultiplicative, LowAdditive, Screen, Translucent. |
| Combine | None | Object | Allows to append multiple sequence definitions which are indented below this node like when offsets differ per frame or a sequence is spread across individual files. |
| Alpha | None | Collection of Real Number | Sets transparency - use one value to set for all frames or provide a value for each frame. |
| AlphaFade | False | Boolean | Plays a fade out effect. |
| DepthSprite | None | String | Name of the file containing the depth data sprite. |
| DepthSpriteFrame | 0 | Integer | Frame index containing the depth data. |
| DepthSpriteOffset | 0,0 | 2D Real Number | |
| EmbeddedPalette | None | String | Use the palette embedded in the defined sprite. (Note: The name given here is actually irrelevant) |
| Property | Default Value | Type | Description |
|---|---|---|---|
| Start | 0 | Integer | Frame index to start from. |
| Length | 1 | Integer | Number of frames to use. Does not have to be the total amount the sprite sheet has. |
| Stride | 0 | Integer | Multiplier for the number of facings. |
| Facings | 1 | Integer | The amount of directions the unit faces. Use negative values to rotate counter-clockwise. |
| Tick | 40 | Integer | Time (in milliseconds) to wait until playing the next frame in the animation. |
| ZOffset | 0 | Integer | Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. Use power of 2 values to avoid glitches. |
| ZRamp | 0 | Real Number | |
| ShadowStart | -1 | Integer | If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, set this to the frame index where it starts. |
| ShadowZOffset | 0 | Integer | Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles. Defined in WDist units! |
| Frames | None | Collection of Integer | The individual frames to play instead of going through them sequentially from the Start. |
| IgnoreWorldTint | False | Boolean | Don't apply terrain lighting or colored overlays. |
| Scale | 1 | Real Number | |
| Reverses | False | Boolean | Play the sprite sequence back and forth. |
| Transpose | False | Boolean | Support a frame order where each animation step is split per each direction. |
| FlipX | False | Boolean | Mirror on the X axis. |
| FlipY | False | Boolean | Mirror on the Y axis. |
| Offset | 0,0,0 | float3 | Change the position in-game on X, Y, Z. |
| BlendMode | Alpha | BlendMode |
Apply an OpenGL/Photoshop inspired blend mode. Available modes are: None, Alpha, Additive, Subtractive, Multiply, Multiplicative, DoubleMultiplicative, LowAdditive, Screen, Translucent. |
| Combine | None | Object | Allows to append multiple sequence definitions which are indented below this node like when offsets differ per frame or a sequence is spread across individual files. |
| Alpha | None | Collection of Real Number | Sets transparency - use one value to set for all frames or provide a value for each frame. |
| AlphaFade | False | Boolean | Plays a fade out effect. |
| DepthSprite | None | String | Name of the file containing the depth data sprite. |
| DepthSpriteFrame | 0 | Integer | Frame index containing the depth data. |
| DepthSpriteOffset | 0,0 | 2D Real Number | |
| EmbeddedPalette | None | String | Use the palette embedded in the defined sprite. (Note: The name given here is actually irrelevant) |
Inherits from: DefaultSpriteSequence.
| Property | Default Value | Type | Description |
|---|---|---|---|
| TilesetOverrides | None | Dictionary with Key: String, Value: String | Dictionary of <string: string> with tileset name to override -> tileset name to use instead. |
| UseTilesetCode | False | Boolean | Use TilesetCodes as defined in mod.yaml to add a letter as a second character into the sprite filename like the Westwood 2.5D titles did for tileset-specific variants. |
| AddExtension | True | Boolean | Append a tileset-specific extension to the file name - either as defined in mod.yaml's TilesetExtensions (if UseTilesetExtension is used) or the default hardcoded one for this sequence type (.shp). |
| UseTilesetExtension | False | Boolean | Whether mod.yaml's TilesetExtensions should be used with the sequence's file name. |
| Start | 0 | Integer | Frame index to start from. |
| Length | 1 | Integer | Number of frames to use. Does not have to be the total amount the sprite sheet has. |
| Stride | 0 | Integer | Multiplier for the number of facings. |
| Facings | 1 | Integer | The amount of directions the unit faces. Use negative values to rotate counter-clockwise. |
| Tick | 40 | Integer | Time (in milliseconds) to wait until playing the next frame in the animation. |
| ZOffset | 0 | Integer | Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. Use power of 2 values to avoid glitches. |
| ZRamp | 0 | Real Number | |
| ShadowStart | -1 | Integer | If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, set this to the frame index where it starts. |
| ShadowZOffset | 0 | Integer | Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles. Defined in WDist units! |
| Frames | None | Collection of Integer | The individual frames to play instead of going through them sequentially from the Start. |
| IgnoreWorldTint | False | Boolean | Don't apply terrain lighting or colored overlays. |
| Scale | 1 | Real Number | |
| Reverses | False | Boolean | Play the sprite sequence back and forth. |
| Transpose | False | Boolean | Support a frame order where each animation step is split per each direction. |
| FlipX | False | Boolean | Mirror on the X axis. |
| FlipY | False | Boolean | Mirror on the Y axis. |
| Offset | 0,0,0 | float3 | Change the position in-game on X, Y, Z. |
| BlendMode | Alpha | BlendMode |
Apply an OpenGL/Photoshop inspired blend mode. Available modes are: None, Alpha, Additive, Subtractive, Multiply, Multiplicative, DoubleMultiplicative, LowAdditive, Screen, Translucent. |
| Combine | None | Object | Allows to append multiple sequence definitions which are indented below this node like when offsets differ per frame or a sequence is spread across individual files. |
| Alpha | None | Collection of Real Number | Sets transparency - use one value to set for all frames or provide a value for each frame. |
| AlphaFade | False | Boolean | Plays a fade out effect. |
| DepthSprite | None | String | Name of the file containing the depth data sprite. |
| DepthSpriteFrame | 0 | Integer | Frame index containing the depth data. |
| DepthSpriteOffset | 0,0 | 2D Real Number | |
| EmbeddedPalette | None | String | Use the palette embedded in the defined sprite. (Note: The name given here is actually irrelevant) |
{ None: 0, Alpha: 1, Additive: 2, Subtractive: 3, Multiply: 4, Multiplicative: 5, DoubleMultiplicative: 6, LowAdditive: 7, Screen: 8, Translucent: 9 }