[Klonan] [2.0.60] Spider-unit prototype apply runtime tint not working as expected.
Posted: Wed Jul 30, 2025 7:52 am
Mod a Spider Unit to use "apply_runtime_tint = true" to any/all of its graphical layers.
e.g. To change the space-age small pentapod strafer unit:
strafer.graphics_set.animation.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.upper_part.middle.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.joint.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.lower_part.middle.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.foot.layers[2].apply_runtime_tint = true
The unit will not use any runtime tint, i.e. the entity color is not used, nor is the force.color of the unit used. Instead the tint used will be some sort of static dark green. (?) See pictures attached:
Modded Stomper pentapods (Spider-Unit-prototype) to use apply_runtime_tint (player colour is not dark green, it is bright teal, and altering LuaEntity.color during control stage does not change the color either) , as opposed to regular stompers (which have hard coded tints): Modded Spider-Vehicle-Prototype strafer pentapods: (They can use LuaEntity.Color to change color when spawned, this is obviously the same functionality as the colored spidertron) The spider-vehicle prototype on the other hand, will change its colour depending on its LuaEntity.color(), and uses the same spider-engine setup for many of these graphics. Which makes me think this might of been a missed functionality.
Please may I request the spider-unit prototype should be able to support runtime tints, and that those tints should
* either mimic the spider-vehicle function (follow entity color)
* or mimic the many other entities which simply use the forces color.
as this seems like the expected behaviour.
Cheers,
e.g. To change the space-age small pentapod strafer unit:
strafer.graphics_set.animation.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.upper_part.middle.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.joint.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.lower_part.middle.layers[2].apply_runtime_tint = true
strafer_leg.graphics_set.foot.layers[2].apply_runtime_tint = true
The unit will not use any runtime tint, i.e. the entity color is not used, nor is the force.color of the unit used. Instead the tint used will be some sort of static dark green. (?) See pictures attached:
Modded Stomper pentapods (Spider-Unit-prototype) to use apply_runtime_tint (player colour is not dark green, it is bright teal, and altering LuaEntity.color during control stage does not change the color either) , as opposed to regular stompers (which have hard coded tints): Modded Spider-Vehicle-Prototype strafer pentapods: (They can use LuaEntity.Color to change color when spawned, this is obviously the same functionality as the colored spidertron) The spider-vehicle prototype on the other hand, will change its colour depending on its LuaEntity.color(), and uses the same spider-engine setup for many of these graphics. Which makes me think this might of been a missed functionality.
Please may I request the spider-unit prototype should be able to support runtime tints, and that those tints should
* either mimic the spider-vehicle function (follow entity color)
* or mimic the many other entities which simply use the forces color.
as this seems like the expected behaviour.
Cheers,