Possible additional attribute for actions are:
id, x, y, z, x2, y2, frame, invert, ignore, level,inner
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build
Builds whatever is given as id. If provided, the given frame will be used. For roads z can be used to provide the level to build at (0 or 1). For fences if frame is provided (0..3) it will be interpreted as edge index where to place the fence; if no frame was provided the fence will be built around the context area.
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remove
Removes anything from the given position. Convenient to ensure that a building can be built.
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remove fence
Removes the fence at the current location. If frame is provided it will be interpreted as edge index to remove.
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remove pipe
Removes the pipe at the given position. If id is provided the pipe will only be removed if it matches that id.
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remove road decoration
Removes the road decoration at the given position and level. If id is provided only road decorations with matching id will be removed.
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remove road occupation
Removes the road occupation at the given position and level. Reserved for future use.
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frame
Sets the frame of the building at x, y to the specified frame. The frame can also be specified using code.
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burn
Initiates a fire on the building at x, y. Be aware that not all buildings can burn.
Issues a disaster at the given position. The disaster is specified using the "id" tag. Possible values are:
"fire"
"meteor"
"earthquake"
"nuke"
"tornado"
"nuclear plant"
"illness"
"flooding"
"riot"
"crime"
"ufo"
"generic building"
Set "frame":0 to let the disaster spawn at a random position. If the disaster wasn't issued successfully, further actions won't be executed. Set "ignore":true to change this behavior.
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toast
Shows an Android toast overlay with id as content.
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firework
Emits the firework specified by id at x, y.
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set
Sets the value of the variable id to the value given in code. See here for more information about variables.
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performance
Applies the performance provided in code to of the building at x, y (values 0 - 100).
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animation pause
Pauses the animation slot "level" (0 by default). Additionally sets the frame to "frame" if specified.
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animation resume
Resumes the animation slot "level" (0 by default). Additionally sets the frame to "frame" if specified.
It works for me. Set speed to max. Build a 6x6 road enclosure(max!), totally enclosed. Build the wandering blue animals inside! (They're nuclear enabled). Don't let any out! Set some on fire. Wait til the animation freezes. Wait a bit longer!
If you are spawning rioters on the roads from a 1x1 building..
Copy the actions and change the 1s to 2s etc for greater radius. You have to remember it might hit a big building. If the spawning building is bigger than 1x1, you have to add its width to the positive x and y values to avoid setting itself on fire.
Lobby wrote: 17 Nov 2017, 15:29
New with the next version: disaster action
Lobby, it may be too late for this question but what does the disaster action do?
Also in the action index, can you specify, explain in-depth what does toasts do?
Thank you for your time.
"fun":[
{
"actions":[
{
"type":"disaster", //Makes fun disastrous
"id":"nuke", //Shoots nuke at x and y \/ look down there\/
"x":10,
"y":-10 //Specifies location
}
]
}
]
"fun":[
{
"actions":[
{
"type":"disaster", //Makes fun disastrous
"id":"nuke", //Shoots nuke at x and y \/ look down there\/
"x":10,
"y":-10 //Specifies location
}
]
}
]
Does it apply to crime as well?
Sorry for asking the repeated questions, jusy need some confirmation.
Also, if you did not specify location, it would happen at a random place, yes?
Toasts are especially useful for debugging. It's basically a text that is shown for a short amount of time and can be used to provide some information. See here for more details: https://developer.android.com/guide/top ... ers/toasts
Lobby wrote: 04 Jul 2018, 17:35
Yes, it works also for crime
Toasts are especially useful for debugging. It's basically a text that is shown for a short amount of time and can be used to provide some information. See here for more details: https://developer.android.com/guide/top ... ers/toasts