Entity that you move around on the screen during the campaign and freeplay.
EntityWithOwnerPrototypedoubletruefalsedoublefalsefalsedoublefalsefalsedoublefalsefalsedoublefalsefalseSoundtruefalseThe sound played when the character's health is low.
ItemStackIndexfalsefalseNumber of slots in the main inventory. May be 0.
ItemStackIndextruefalseMust be between 1 and 15.
uint32falsefalseuint32falsefalseuint32falsefalsedoublefalsefalsedoublefalsefalsedoublefalsefalseuint32falsefalseuint32falsefalseuint32falsefalseColorfalsefalseArray<float>falsefalseList of positions in the mining with tool animation when the mining sound and mining particles are created.
mining_with_tool_particles_animation_positions = {28}
Array<float>falsefalseList of positions in the running animation when the walking sound is played.
running_sound_animation_positions = {14, 29}
Array<float>falsefalseArray<CharacterArmorAnimation>falsefalseArray<RecipeCategoryID>truefalseNames of the crafting categories the character can craft recipes from. The built-in categories can be found here. See also RecipeCategory.
Array<ResourceCategoryID>truefalseNames of the resource categories the character can mine resources from.
LightDefinitiontruefalsefloattruefalsedoubletruefalseThe search radius for a non-colliding position to move the player to if they are grounded mid-flight. Must be >= 0.
doubletruefalseMust be >= 0.
doubletruefalseuint32truefalseTime in seconds. Must be positive
booleantruefalseWhether this character is moved by belts when standing on them.
EntityIDtruefalseName of the character corpse that is spawned when this character dies.
CollisionMaskConnectortruefalseThis collision mask is used when the character is flying.
Defaults to the mask from UtilityConstants::default_collision_masks when indexed by "character/flying".
TriggertruefalseFootstepTriggerEffectListtruefalseTriggered every tick of the running animation.
FootstepTriggerEffectListtruefalseTriggered when the running animation (animations) rolls over the frames defined in right_footprint_frames and left_footprint_frames.
Array<FootprintParticle>truefalseTriggered when the running animation (animations) rolls over the frames defined in right_footprint_frames and left_footprint_frames.
VectortruefalseOffset from the center of the entity for the left footprint. Used by footprint_particles.
VectortruefalseOffset from the center of the entity for the right footprint. Used by footprint_particles.
Array<float>truefalseThe frames in the running animation (animations) where the right foot touches the ground.
Array<float>truefalseThe frames in the running animation (animations) where the left foot touches the ground.
booleantruetrueWhether this prototype should be a high priority target for enemy forces. See Military units and structures.