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### Re: Advanced tags for building plugins

Posted: Tue Sep 26, 2017 14:12
I would create it as commercial building as casinos are commercials in real world, too. About income, that's currently not supported for plugin buildings.

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:15
So how does

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:33
former member wrote:
Wed Oct 25, 2017 21:31
P is probability
The lower, the rarer the building will spawn.
Height is how far from the coastline. You can see exactly on Lobby's picture.
Radius just is the max difference from height where building can spawn.
So if I want my building to always spawn on ground, what should I have written as radius and height.

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:38

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:38
CommanderABab wrote:
Wed Oct 25, 2017 21:38
Gonna try this on 5 new maps.

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:45
OK. It spawns, but every time on the edge of the map.

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:47
If you use the same map every time, they will probably always occur in the same area. If you have a max count on the buildings, they will probably only occur at the southern end of the map unless the probability is extremely small.

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:48
CommanderABab wrote:
Wed Oct 25, 2017 21:47
If you use the same map every time, they will probably always occur in the same area. If you have a max count on the buildings, they will probably only occur at the southern end of the map unless the probability is extremely small.
To fix it if I have max count, decrease probability by a lot, right?

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 21:56
Yes, or use a higher height and a small radius.

### Re: Advanced tags for building plugins

Posted: Wed Oct 25, 2017 22:27
As your buildings won't be built on water (unless you explicitly allow them to be built there) you may use something like radius:1000, height:100.

### Re: Advanced tags for building plugins

Posted: Sun Nov 12, 2017 12:03
Lobby wrote:
Fri Jun 23, 2017 23:59
Added attribute sound click to provide a sound file (from within your plugin's directory) which will be played when user taps on your building.

Example:

Code: Select all

``"sound click":{"file":"sound.ogg"}``
A variety of audio formats is supported, see this listing for more information.
On what does sound play time depend?

### Re: Advanced tags for building plugins

Posted: Sun Nov 12, 2017 13:53
Also a suggestion:

Code: Select all

``````"require IAP":true,
"IAP":"lobianajones"``````

### Re: Advanced tags for building plugins

Posted: Sat Nov 18, 2017 16:47
What are the tags for building farmfields?
I tried making a new farmfield plugin but it always builds at roads despite setting the "needs roads: false".

### Re: Advanced tags for building plugins

Posted: Mon Nov 20, 2017 23:00
hey, can someone give an example of how to use the rotation aware option?

### Re: Advanced tags for building plugins

Posted: Thu Nov 30, 2017 23:56
Crazy question #1:
Is there a possibility for one building created via plugin to have swat, police, fireman and healthcare emergency response?
Also I would like the ids for swat, police, fire truck and ambulance car.

### Re: Advanced tags for building plugins

Posted: Fri Dec 01, 2017 0:01
No

### Re: Advanced tags for building plugins

Posted: Fri Dec 01, 2017 0:04
JustAnyone wrote:
Thu Nov 30, 2017 23:56
Crazy question #1:
Is there a possibility for one building created via plugin to have swat, police, fireman and healthcare emergency response? No.
Also I would like the ids for swat, police, fire truck and ambulance car.
Interesting statement!

### Re: Advanced tags for building plugins

Posted: Fri Dec 01, 2017 0:37
It's not possible as the responsibility of a building is determined by it's type and a building cannot have multiple types at the same time.

For car ids, have a look at the listing in 3 in the Cars documentation.

### Re: Advanced tags for building plugins

Posted: Thu Dec 14, 2017 4:13
This might just be a dumb question, but can you create a building with say level 1 AND 2 so it keeps spawning throughout both levels?

### Re: Advanced tags for building plugins

Posted: Tue Dec 19, 2017 4:26
Thanks Koala

My next question for you guys:

What does the "Usage" attribute inside of a json do?

Say: "Usage:100"