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Re: Advanced tags for building plugins

Posted: Sun Feb 10, 2019 18:51
by JustAnyone
Lua is easy like 5th grade math.

Re: Advanced tags for building plugins

Posted: Mon Feb 11, 2019 0:32
by Brody Craft
JustAnyone wrote:
Sun Feb 10, 2019 18:51
Lua is easy like 5th grade math.
Well, you already mastered lua, sooo....

Re: Advanced tags for building plugins

Posted: Fri Feb 15, 2019 21:44
by FranchuFranchu
Lua is 5th grade math compared to C, Assembly and other low level languages

Re: Advanced tags for building plugins

Posted: Fri Feb 15, 2019 23:56
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)

Re: Advanced tags for building plugins

Posted: Tue Apr 16, 2019 16:04
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 ?

Re: Advanced tags for building plugins

Posted: Tue Apr 16, 2019 17:31
by CommanderABab
Can be done, but it's complicated and the code is long.

Re: Advanced tags for building plugins

Posted: Tue Apr 16, 2019 17:32
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. :)

Re: Advanced tags for building plugins

Posted: Wed Apr 17, 2019 4:40
by Akira Maruni
How to spawn the building ? ;)

Re: Advanced tags for building plugins

Posted: Wed Apr 17, 2019 20:48
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:
Image

Re: Advanced tags for building plugins

Posted: Wed Apr 17, 2019 23:39
by CommanderABab
JustAnyone wrote:
Wed Apr 17, 2019 20:48
*quoting Lobby*
Thanķs, but that isn't what he is talking about! :)

Re: Advanced tags for building plugins

Posted: Thu Apr 18, 2019 13:38
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

Re: Advanced tags for building plugins

Posted: Thu Apr 18, 2019 14:28
by CommanderABab
Ķoalaguy

Re: Advanced tags for building plugins

Posted: Thu Apr 18, 2019 22:09
by Imran M
CommanderABab wrote:
Thu Apr 18, 2019 14:28
Ķoalaguy
Stahp it.

Re: Advanced tags for building plugins

Posted: Sat Sep 28, 2019 19:35
by KINGTUT10101
What does chargeable do?

Re: Advanced tags for building plugins

Posted: Sat Sep 28, 2019 22:00
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.

Re: Advanced tags for building plugins

Posted: Wed Oct 02, 2019 6:25
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

Re: Advanced tags for building plugins

Posted: Wed Oct 02, 2019 15:31
by Kulche
You have so much books that you don't need a teacher.

Re: Advanced tags for building plugins

Posted: Thu Oct 03, 2019 0:59
by Lobby
Or you could use YouTube :)

Re: Advanced tags for building plugins

Posted: Fri Oct 11, 2019 19:32
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


		   
  }
]

Re: Advanced tags for building plugins

Posted: Fri Oct 11, 2019 19:55
by Kulche
I think it may need a privileged code.