Add a boolean "direction" to the RotatedSprite type, allowing for clockwise or counterclockwise rotation as desired (step forward or step backward through the sprite file).
Alternately (as my true goal is to enable clockwise rotation on the radar entity), change the radar entity to use Animation instead of RotatedSprite, as the Animation type already include the "run_mode" property (forward, back, forward-then-back).
See: /viewtopic.php?f=28&t=76686 and https://mods.factorio.com/mod/ScanningR ... 00090b9aca
Make RotatedSprite bi-directional
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Re: Make RotatedSprite bi-directional
For 0.18.33 I added "counterclockwise" bool parameter to RotatedSprite, since RotatedAnimation already had it.
I don't want to standardise Radar animation definition at the moment because I don't know yet, what the standard should be.
I don't want to standardise Radar animation definition at the moment because I don't know yet, what the standard should be.
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Re: Make RotatedSprite bi-directional
Thank you very much! I actually discovered that I can do what I want by setting the radar's optional rotation_speed property to -0.01. But a direct counterclockwise setting may be better in any case, like if the default radar speed changes in the future.posila wrote: Sat Jun 20, 2020 11:33 am For 0.18.33 I added "counterclockwise" bool parameter to RotatedSprite