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# Factorio Prototype Docs Version 2.0.77

# CharacterArmorAnimation - Prototype Docs

## CharacterArmorAnimation :: struct

The data for one variation of character animations.

## Properties

- default
- sorted

idle optional | :: RotatedAnimation |
idle_with_gun | :: RotatedAnimation |
running optional | :: RotatedAnimation |
running_with_gun | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
mining_with_tool | :: RotatedAnimation |
flipped_shadow_running_with_gun optional | :: RotatedAnimation | flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...]
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...]
idle_in_air optional | :: RotatedAnimation |
idle_with_gun_in_air optional | :: RotatedAnimation |
flying optional | :: RotatedAnimation |
flying_with_gun optional | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
take_off optional | :: RotatedAnimation |
landing optional | :: RotatedAnimation |
armors optional | :: array[ItemID] | The names of the armors this animation data is used for. [...]
The names of the armors this animation data is used for. [...]
smoke_in_air optional | :: array[SmokeSource] | Smoke generator for when in air.
Smoke generator for when in air.
smoke_cycles_per_tick optional | :: float | Will be clamped to range [0, 1000]. [...]
Will be clamped to range [0, 1000]. [...]
extra_smoke_cycles_per_tile optional | :: float | Will be clamped to range [0, 1000]. [...]
Will be clamped to range [0, 1000]. [...]
mining_with_tool_particles_animation_positions optional | :: array[float] | List of positions in the mining with tool animation when the mining sound and mining particles are created. [...]
List of positions in the mining with tool animation when the mining sound and mining particles are created. [...]

idle_with_gun | :: RotatedAnimation |
mining_with_tool | :: RotatedAnimation |
running_with_gun | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
armors optional | :: array[ItemID] | The names of the armors this animation data is used for. [...]
The names of the armors this animation data is used for. [...]
extra_smoke_cycles_per_tile optional | :: float | Will be clamped to range [0, 1000]. [...]
Will be clamped to range [0, 1000]. [...]
flipped_shadow_running_with_gun optional | :: RotatedAnimation | flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...]
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...]
flying optional | :: RotatedAnimation |
flying_with_gun optional | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...]
idle optional | :: RotatedAnimation |
idle_in_air optional | :: RotatedAnimation |
idle_with_gun_in_air optional | :: RotatedAnimation |
landing optional | :: RotatedAnimation |
mining_with_tool_particles_animation_positions optional | :: array[float] | List of positions in the mining with tool animation when the mining sound and mining particles are created. [...]
List of positions in the mining with tool animation when the mining sound and mining particles are created. [...]
running optional | :: RotatedAnimation |
smoke_cycles_per_tick optional | :: float | Will be clamped to range [0, 1000]. [...]
Will be clamped to range [0, 1000]. [...]
smoke_in_air optional | :: array[SmokeSource] | Smoke generator for when in air.
Smoke generator for when in air.
take_off optional | :: RotatedAnimation |

## Properties

### idle :: RotatedAnimation optional

### idle_with_gun :: RotatedAnimation

### running :: RotatedAnimation optional

### running_with_gun :: RotatedAnimation

Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.

### mining_with_tool :: RotatedAnimation

### flipped_shadow_running_with_gun :: RotatedAnimation optional

flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference. `flipped_shadow_running_with_gun` has to have same frame count as `running_with_gun`.

### idle_in_air :: RotatedAnimation optional

### idle_with_gun_in_air :: RotatedAnimation optional

### flying :: RotatedAnimation optional

### flying_with_gun :: RotatedAnimation optional

Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.

### take_off :: RotatedAnimation optional

### landing :: RotatedAnimation optional

### armors :: array[ItemID] optional

The names of the armors this animation data is used for. Don't define this if you want the animations to be used for the player without armor.

### smoke_in_air :: array[SmokeSource] optional

Smoke generator for when in air.

### smoke_cycles_per_tick :: float optional

Default: `1`

Will be clamped to range [0, 1000]. When the character is flying, each SmokeSource in `smoke_in_air` will generate `smoke_cycles_per_tick` * SmokeSource::frequency smokes per tick on average.

### extra_smoke_cycles_per_tile :: float optional

Default: `0`

Will be clamped to range [0, 1000]. When the character is flying, each SmokeSource in `smoke_in_air` will generate `extra_smoke_cycles_per_tile` * SmokeSource::frequency additional smokes per tile moved.

### mining_with_tool_particles_animation_positions :: array[float] optional

List of positions in the mining with tool animation when the mining sound and mining particles are created.

Overrides CharacterPrototype::mining_with_tool_particles_animation_positions if defined.

Type used in

- CharacterPrototype::animations