Advanced tags for building plugins

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MONTEMARINO
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Re: Advanced tags for building plugins

#61

Post by MONTEMARINO »

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 »

former member wrote:
29 Dec 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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Lobby
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Re: Advanced tags for building plugins

#63

Post by Lobby »

It's hardcoded... For the fire frames there's an animation of id $animationfire04, but it won't look good.

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JustAnyone
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Re: Advanced tags for building plugins

#64

Post by JustAnyone »

Lobby, build time is no longer only for RCI?

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Kulche
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Re: Advanced tags for building plugins

#65

Post by Kulche »

Ooh, I have a question about fire; is it possible to add custom fire frames for choosen building?

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Lobby
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Re: Advanced tags for building plugins

#66

Post by Lobby »

@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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JustAnyone
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Re: Advanced tags for building plugins

#67

Post by JustAnyone »

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

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Kulche
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Re: Advanced tags for building plugins

#68

Post by Kulche »

Can a building be unplaceable by a player, but placed when creating a new map? .....................oil industry coming

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JustAnyone
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Re: Advanced tags for building plugins

#69

Post by JustAnyone »

That's not what he asked for.

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Kulche
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Re: Advanced tags for building plugins

#70

Post by Kulche »

As soon you can't build it, it's OK.

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JustAnyone
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Re: Advanced tags for building plugins

#71

Post by JustAnyone »

But you can pick it with pick tool.

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Kulche
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Re: Advanced tags for building plugins

#72

Post by Kulche »


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JustAnyone
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Re: Advanced tags for building plugins

#73

Post by JustAnyone »

I already suggested it. Now we shall just wait.

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CommanderABab
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Re: Advanced tags for building plugins

#74

Post 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

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CommanderABab
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Re: Advanced tags for building plugins

#75

Post 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

Code: Select all

"hidden":true,"maxcount":1
Leaves it pickable, but unplaceable.

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Lobby
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Re: Advanced tags for building plugins

#76

Post 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...

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Lobby
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Re: Advanced tags for building plugins

#77

Post 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

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JustAnyone
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Re: Advanced tags for building plugins

#78

Post by JustAnyone »

Yes. That new attribute is for my broccoli stuff.

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Lobby
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Re: Advanced tags for building plugins

#79

Post by Lobby »

@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 »

Thank you, both variants will work in the future.

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