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Re: Advanced tags for building plugins
Posted: 29 Dec 2017, 22:46
by MONTEMARINO
I want to make a University: how can I encode the JSON for capacity of students and education influence?
Thanks!
Re: Advanced tags for building plugins
Posted: 31 Dec 2017, 10:43
by MONTEMARINO
former member wrote: ↑29 Dec 2017, 22:51
For influences
For students
Code: Select all
"provide aspect education low":100
Code: Select all
"provide aspect education high":100
Thank You!
Re: Advanced tags for building plugins
Posted: 14 Jan 2018, 12:08
by Lobby
It's hardcoded... For the fire frames there's an animation of id $animationfire04, but it won't look good.
Re: Advanced tags for building plugins
Posted: 14 Jan 2018, 12:22
by JustAnyone
Lobby, build time is no longer only for RCI?
Re: Advanced tags for building plugins
Posted: 14 Jan 2018, 13:55
by Kulche
Ooh, I have a question about fire; is it possible to add custom fire frames for choosen building?
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 17:21
by Lobby
@JustAnyone What exactly do you mean by that? It should be reversed.
@Kulche No, you can just override fire frames in general.
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 17:41
by JustAnyone
@Lobby other building types can use build time attribute now?
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 19:52
by Kulche
Can a building be unplaceable by a player, but placed when creating a new map? .....................oil industry coming
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 20:21
by JustAnyone
That's not what he asked for.
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 20:51
by Kulche
As soon you can't build it, it's OK.
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 20:56
by JustAnyone
But you can pick it with pick tool.
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 21:07
by Kulche
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 21:11
by JustAnyone
I already suggested it. Now we shall just wait.
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 23:21
by CommanderABab
Kulche wrote: ↑15 Jan 2018, 19:52
Can a building be unplaceable by a player, but placed when creating a new map?
.....................oil industry coming
Yes
Code: Select all
"hidden":true,
...Code to spawn... oil industry coming...
spawn code
Re: Advanced tags for building plugins
Posted: 15 Jan 2018, 23:29
by CommanderABab
former member wrote: ↑15 Jan 2018, 21:05
We need a new code to make a plugin impossible to pick.
Code: Select all
"hidden":true,
"on built fun":[ { "actions":[{"type":"remove"}] } ]
Leaves it pickable, but useless.
Or
Leaves it pickable, but unplaceable.
Re: Advanced tags for building plugins
Posted: 16 Jan 2018, 02:00
by Lobby
@JustAnyone any building can have a build time
@former member regarding power and water, isn't it the needed amount?
Sorry for the long delay in my answer, there are so many things to do...
Re: Advanced tags for building plugins
Posted: 16 Jan 2018, 13:46
by Lobby
Next version of the game will contain two new building attributes:
Code: Select all
"people":1234, // Replaces habitants and workers-attributes; interpretation depends on building type
"pickable":false // Cannot be picked by the eye dropper tool
Re: Advanced tags for building plugins
Posted: 16 Jan 2018, 15:17
by JustAnyone
Yes. That new attribute is for my broccoli stuff.
Re: Advanced tags for building plugins
Posted: 16 Jan 2018, 18:41
by Lobby
@former member I've learnt that removing plugin functionality is a really bad idea
Re: Advanced tags for building plugins
Posted: 21 Feb 2018, 23:13
by Lobby
Thank you, both variants will work in the future.