Advanced tags for building plugins

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JustAnyone
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Re: Advanced tags for building plugins

#121

Post by JustAnyone »

Lua is easy like 5th grade math.
Perfect way to comment stuff out :)
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Re: Advanced tags for building plugins

#122

Post by Brody Craft »

JustAnyone wrote:
Sun Feb 10, 2019 18:51
Lua is easy like 5th grade math.
Well, you already mastered lua, sooo....
When you get to be called a Board Index because you are too good.>:3

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Re: Advanced tags for building plugins

#123

Post by FranchuFranchu »

Lua is 5th grade math compared to C, Assembly and other low level languages
Did you know you can't blink while smiling :) ?

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Re: Advanced tags for building plugins

#124

Post by Imran M »

FranchuFranchu wrote:
Fri Feb 15, 2019 21:44
Lua is 5th grade math compared to C, Assembly and other low level languages
I think it's because I haven't had enough time to experiment with lua, since I was busy with school and term tests. I'd like to dedicate more time to lua over the holiday right now. BUT, Fortnite is giving season 8 battle pass as a reward to people who complete 13 challenges, and I really want to have a skin for once...

(That was a long post that has little relevance what so ever)
I have no clue what's happening this year

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Re: Advanced tags for building plugins

#125

Post by Akira Maruni »

I have an inspiration to make a zone that a bit similar with "Primitive Zone" plugin, but I try to make it with modern building. The purpose is to make the game looks more real with various RCI building in a zone rather than to build the same type building in a zone.

So, rather than I create the new buildings, I choose to create a code spawn some buildings from the game itself. Is it legal if I use in-game building ? What code should I use ?

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Re: Advanced tags for building plugins

#126

Post by CommanderABab »

Can be done, but it's complicated and the code is long.
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Re: Advanced tags for building plugins

#127

Post by CommanderABab »

Akira Maruni wrote:
Tue Apr 16, 2019 16:04
I have an inspiration to make a zone that a bit similar with "Primitive Zone" plugin, but I try to make it with modern building. The purpose is to make the game looks more real with various RCI building in a zone rather than to build the same type building in a zone.

So, rather than I create the new buildings, I choose to create a code spawn some buildings from the game itself. Is it legal if I use in-game building ? What code should I use ?
CommanderABab wrote:
Tue Apr 16, 2019 17:31
Can be done, but it's complicated and the code is long.
:)

First step: collect the ids and sizes of the in-game buildings you wish built in your zone. Remember it's not a good idea to mix polluting industries with residential buildings. :)
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Re: Advanced tags for building plugins

#128

Post by Akira Maruni »

How to spawn the building ? ;)

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Re: Advanced tags for building plugins

#129

Post by JustAnyone »

Lobby wrote:
Wed May 31, 2017 0:37
Since version 296 you may let buildings (e.g. decorations) automatically spawn in map creation. To do so, we added an object called "spawn" which contains probability p, main spawn height height and max deviation from it radius.

A small sample plugin that spawns grass in the ocean:

Code: Select all

[
  {
    "id":"$myspawntest00",
    "type":"decoration",
    "width":1,
    "height":1,
    "frames":[{"x":0,"y":0,"w":32,"h":16}],
    "needs water":false,
    "needs land":false,
    "draw ground":true,
    "spawn":
    {
      "p":0.01,
      "height":-600,
      "radius":600
    }
  }
]
To give you some intuition about what height means I measured some height values in this map:
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Re: Advanced tags for building plugins

#130

Post by CommanderABab »

JustAnyone wrote:
Wed Apr 17, 2019 20:48
*quoting Lobby*
Thanķs, but that isn't what he is talking about! :)
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Re: Advanced tags for building plugins

#131

Post by Imran M »

CommanderABab wrote:
Wed Apr 17, 2019 23:39
JustAnyone wrote:
Wed Apr 17, 2019 20:48
*quoting Lobby*
Thanķs, but that isn't what he is talking about! :)
You used a different k
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Re: Advanced tags for building plugins

#132

Post by CommanderABab »

Ķoalaguy
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Re: Advanced tags for building plugins

#133

Post by Imran M »

CommanderABab wrote:
Thu Apr 18, 2019 14:28
Ķoalaguy
Stahp it.
I have no clue what's happening this year

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Re: Advanced tags for building plugins

#134

Post by KINGTUT10101 »

What does chargeable do?

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Re: Advanced tags for building plugins

#135

Post by Lobby »

It's an attribute for cars; If you set it to false (e.g. for fire engines) they won't be charged by tollbooths.
=^._.^= ∫

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Re: Advanced tags for building plugins

#136

Post by Lakan Haraya »

FranchuFranchu wrote:
Fri Feb 15, 2019 21:44
Lua is 5th grade math compared to C, Assembly and other low level languages
Well, please teach us! PLEASE! :D
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Re: Advanced tags for building plugins

#137

Post by Kulche »

You have so much books that you don't need a teacher.
I'm not lazy, I'm motivated to do nothing!
...blame lobby for that

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Re: Advanced tags for building plugins

#138

Post by Lobby »

Or you could use YouTube :)
=^._.^= ∫

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Re: Advanced tags for building plugins

#139

Post by A dutch Guy »

@Lobby I've ran into a problem while making a body disposal plugin. I get an IllegalStateExeption for the "type":"body disposal" when booting up the game. Does this mean that its impossible to create plugins or is there a way to solve it?

code:

Code: Select all

[
  {
    "id":"$Modern_Crematorium_by_A_Dutch_Guy",
    "type":"body disposal",
	"title":"Large modern crematorium",
	"text":"i will add this later",
    "author":"A Dutch Guy",
    "width":5,
    "height":5,
    "frames":[{"bmp":"Modern_Crematorium.png"}],
	"influence body disposal":200,
	"price":50000,
	"monthly price":50


		   
  }
]

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Re: Advanced tags for building plugins

#140

Post by Kulche »

I think it may need a privileged code.
I'm not lazy, I'm motivated to do nothing!
...blame lobby for that

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