Pump fluid_animation is mysterious
Posted: Sat Oct 05, 2019 10:47 am
Could someone please help me understand how Pump.fluid_animation works?
Also in general, when an animation speed varies with the entities activity, what properties are used to determine the level of activity?
The Pump.fluid_animation prototype indicates it's an Animation4Way, but when I replace the animation, it just gives a static image...
This is related to this earlier question, but I don't understand what apply_runtime_tint is for if it can't be changed? Is this pump specific?
Also in general, when an animation speed varies with the entities activity, what properties are used to determine the level of activity?
The Pump.fluid_animation prototype indicates it's an Animation4Way, but when I replace the animation, it just gives a static image...
Code: Select all
ass.fluid_animation =
{
filename = "__base__/graphics/entity/chemical-plant/hr-chemical-plant-smoke-outer.png",
frame_count = 47,
line_length = 16,
width = 90,
height = 188,
animation_speed = 2,
shift = util.by_pixel(0, -10),
scale = 0.5
}
Any enlightenment welcome thanks.Bilka wrote: ↑Sun Jul 21, 2019 11:16 amYou can't turn of the tinting in the prototype like that. There are only two ways to turn it off - don't have a fluid_animation or don't have fluid in the fluidbox.moon69 wrote: ↑Sat Jul 20, 2019 9:04 amI'm trying to repurpose a Pump for a mod, but can't seem to disable apply_runtime_tint .
I've got the main "animations" working fine, but I am struggling with the "fluid_animation"...It is tinting my white animation with the fluid colour even when apply_runtime_tint = false.Code: Select all
fluid_animation = { north = { filename = "__base__/graphics/entity/pump/pump-north-liquid.png", apply_runtime_tint = true, width = 20, height = 13, line_length =8, frame_count =32, shift = util.by_pixel(-0.500, -14.500), ...
Thanks.