Re: LuaGameScript.get_data_raw()
Posted: Tue May 09, 2017 9:42 pm
There's no mention of them in the API documentation. Some do seem to work but others don'tRseding91 wrote:All of these already exists through http://lua-api.factorio.com/latest/LuaI ... parametersEarendel wrote: gun.attack_parameters.sound
gun.attack_parameters.shell_particle
gun.attack_parameters.shell_particle.name
gun.attack_parameters.shell_particle.speed
gun.attack_parameters.shell_particle.starting_frame_speed
gun.attack_parameters.projectile_center
gun.attack_parameters.gun_center_shift
gun.attack_parameters.projectile_creation_distance
Just off the top of my head, data.raw definition uses "source_effects", but the API version uses "source_effect":Rseding91 wrote:I mirrored the input format as far as I remember so there should be no confusion.Earendel wrote:ammo.ammo_type -- I'm not sure how much (if any) is missing here, the API format is different and there are a lot of possibilities to check due to nesting.
The icon is mainly to get access to the tint. Animation speed is so that an animation can be forced to run on a vehicle by artificially boosting it's speed. If there was some other way to force a minimum animation speed or 'idle' animation an a vehicle then this would not be required.Rseding91 wrote:What use could those be? We don't support rendering specific images so I'm having a hard time trying to figure out what they would ever be useful for.Earendel wrote:car.turret_animation
car.animation
car.animation.layers
car.animation.layers[].animation_speed
*.icon
*.icon[] -- getting layers of icons
Yes please.Earendel wrote:Thanks, would you like me to add the ones already mentioned to the new thread?