Advanced tags for building plugins

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MONTEMARINO
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Re: Advanced tags for building plugins

#61

Post by MONTEMARINO » Fri Dec 29, 2017 22:46

I want to make a University: how can I encode the JSON for capacity of students and education influence?

Thanks!

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MONTEMARINO
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Re: Advanced tags for building plugins

#62

Post by MONTEMARINO » Sun Dec 31, 2017 10:43

former member wrote:
Fri Dec 29, 2017 22:51
For influences

Code: Select all

"influence education low":50

Code: Select all

"influence education high":50
For students

Code: Select all

"provide aspect education low":100

Code: Select all

"provide aspect education high":100

Thank You!

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Re: Advanced tags for building plugins

#63

Post by Lobby » Sun Jan 14, 2018 12:08

It's hardcoded... For the fire frames there's an animation of id $animationfire04, but it won't look good.
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Re: Advanced tags for building plugins

#64

Post by JustAnyone » Sun Jan 14, 2018 12:22

Lobby, build time is no longer only for RCI?

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Re: Advanced tags for building plugins

#65

Post by Kulche » Sun Jan 14, 2018 13:55

Ooh, I have a question about fire; is it possible to add custom fire frames for choosen building?
I'm not lazy, I'm motivated to do nothing!
...blame lobby for that

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Re: Advanced tags for building plugins

#66

Post by Lobby » Mon Jan 15, 2018 17:21

@JustAnyone What exactly do you mean by that? It should be reversed.

@Kulche No, you can just override fire frames in general.
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Re: Advanced tags for building plugins

#67

Post by JustAnyone » Mon Jan 15, 2018 17:41

@Lobby other building types can use build time attribute now?

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Re: Advanced tags for building plugins

#68

Post by Kulche » Mon Jan 15, 2018 19:52

Can a building be unplaceable by a player, but placed when creating a new map? .....................oil industry coming
I'm not lazy, I'm motivated to do nothing!
...blame lobby for that

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Re: Advanced tags for building plugins

#69

Post by JustAnyone » Mon Jan 15, 2018 20:21

That's not what he asked for.

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Re: Advanced tags for building plugins

#70

Post by Kulche » Mon Jan 15, 2018 20:51

As soon you can't build it, it's OK.
I'm not lazy, I'm motivated to do nothing!
...blame lobby for that

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Re: Advanced tags for building plugins

#71

Post by JustAnyone » Mon Jan 15, 2018 20:56

But you can pick it with pick tool.

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Re: Advanced tags for building plugins

#72

Post by Kulche » Mon Jan 15, 2018 21:07

I'm not lazy, I'm motivated to do nothing!
...blame lobby for that

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Re: Advanced tags for building plugins

#73

Post by JustAnyone » Mon Jan 15, 2018 21:11

I already suggested it. Now we shall just wait.

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Re: Advanced tags for building plugins

#74

Post by CommanderABab » Mon Jan 15, 2018 23:21

Kulche wrote:
Mon Jan 15, 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
770!770Currently using alpha 770. 770 What's new? :)
Need plugins dialog!!
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Re: Advanced tags for building plugins

#75

Post by CommanderABab » Mon Jan 15, 2018 23:29

former member wrote:
Mon Jan 15, 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

Code: Select all

"hidden":true,"maxcount":1
Leaves it pickable, but unplaceable.
770!770Currently using alpha 770. 770 What's new? :)
Need plugins dialog!!
:)

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Re: Advanced tags for building plugins

#76

Post by Lobby » Tue Jan 16, 2018 2:00

@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...
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Re: Advanced tags for building plugins

#77

Post by Lobby » Tue Jan 16, 2018 13:46

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
...Have a nice stay

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Re: Advanced tags for building plugins

#78

Post by JustAnyone » Tue Jan 16, 2018 15:17

Yes. That new attribute is for my broccoli stuff.

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Re: Advanced tags for building plugins

#79

Post by Lobby » Tue Jan 16, 2018 18:41

@former member I've learnt that removing plugin functionality is a really bad idea :space
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Re: Advanced tags for building plugins

#80

Post by Lobby » Wed Feb 21, 2018 23:13

Thank you, both variants will work in the future.
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