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SkinCharacterGeComponentDef

16.1

Class Documentation

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Says which character and which skin a map-placed entity is. It sits in the Character field of an entity template, and the template's other components read it when they build the unit or the mesh.

Both properties are paths, but the client does not resolve them as paths. When the object loads it cuts three values out of the two strings:

Value Taken from
character name the second segment of CharacterRecord
record name the last segment of CharacterRecord; Root means the default record
skin number the number after Skin in the last segment of Skin; 0 when it does not parse

So Characters/Turret/CharacterRecords/SR_Outer with Characters/Turret/Skins/Skin3 reads as character Turret, record SR_Outer, skin 3.

The three values are used to preload the character record, and they are what the entity's unit, shop and character mesh components pass on when they create a turret, an inhibitor, a nexus, a minion, another unit, a shopkeeper, or a decorative mesh. They read the definition through the entity's SkinCharacterGeComponent.

Properties

CharacterRecord

String = ""
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Path of the character record, in the form Characters/<Name>/CharacterRecords/<Record>. <Name> becomes the character name and <Record> the record name.

Examples:
  • Characters/SRU_Blue/CharacterRecords/Root
  • Characters/Turret/CharacterRecords/SR_Inhibitor

Skin

String = ""
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Path of the skin, in the form Characters/<Name>/Skins/Skin<N>. Only <N> is used as the skin number.

Examples:
  • Characters/Turret/Skins/Skin3

Referenced by 5 classes · 5 properties