Prototype/Character
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Character
Entity that you move around on the screen during the campaign and freeplay.
Mandatory properties
Inherits all properties from Prototype/EntityWithHealth.
mining_speed
Type: double
running_speed
Type: double
distance_per_frame
Type: double
maximum_corner_sliding_distance
Type: double
heartbeat
Type: Sound
The sound file played when the character's health is low.
eat
Type: Sound
The sound file played when the character eats (fish for example).
inventory_size
Type: ItemStackIndex
build_distance
Type: uint32
drop_item_distance
Type: uint32
reach_distance
Type: uint32
reach_resource_distance
Type: double
item_pickup_distance
Type: double
loot_pickup_distance
Type: double
ticks_to_keep_gun
Type: uint32
ticks_to_keep_aiming_direction
Type: uint32
ticks_to_stay_in_combat
Type: uint32
damage_hit_tint
Type: Color
running_sound_animation_positions
Type: table of float
List of positions in the running animation when the walking sound is played.
running_sound_animation_positions = {14, 29}
mining_with_tool_particles_animation_positions
Type: table of float
List of positions in the mining with tool animation when the mining sound and mining particles are created.
mining_with_tool_particles_animation_positions = {28}
animations
Type: table of CharacterArmorAnimation
Optional properties
crafting_categories
Type: table of string
Names of the crafting categories the character can craft recipes from. The built-in categories can be found here. See also Prototype/RecipeCategory.
mining_categories
Type: table of string
Names of the resource categories the character can mine resources from.
light
Type: LightDefinition
enter_vehicle_distance
Type: double
Default: 3.0
Must be >= 0.
tool_attack_distance
Type: double
Default: 1.5
respawn_time
Type: uint32
Default: 10
Time in seconds. Must be positive
has_belt_immunity
Type: bool
Default: false
Whether this character is moved by belts when standing on them.
character_corpse
Type: string
Name of the character corpse that is spawned when this character dies.
footstep_particle_triggers
Type: FootstepTriggerEffectList
Triggered every tick of the running animation.
synced_footstep_particle_triggers
Type: FootstepTriggerEffectList
Triggered when the running animation (#animations) rolls over the frames defined in right_footprint_frames
and left_footprint_frames
.
footprint_particles
Type: table of FootprintParticle
Array of footprint particles. Triggered when the running animation (#animations) rolls over the frames defined in right_footprint_frames
and left_footprint_frames
.
left_footprint_offset
Type: vector
Offset from the center of the entity for the left footprint. Used by footprint_particles
.
right_footprint_offset
Type: vector
Offset from the center of the entity for the right footprint. Used by footprint_particles
.
right_footprint_frames
Type: table of float
An array of float. The frames in the running animation (#animations) where the right foot touches the ground.
left_footprint_frames
Type: table of float
An array of float. The frames in the running animation (#animations) where the left foot touches the ground.
tool_attack_result
Type: Trigger