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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

Code: Select all

"influence education low":50

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"influence education high":50
For students

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"provide aspect education low":100

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"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.

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"hidden":true,
"on built fun":[        {          "actions":[{"type":"remove"}]        }      ]
Leaves it pickable, but useless.

Or

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"hidden":true,"maxcount":1
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:

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"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 :space

Re: Advanced tags for building plugins

Posted: 21 Feb 2018, 23:13
by Lobby
Thank you, both variants will work in the future.