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Re: Advanced tags for building plugins

Posted: 26 Apr 2022, 18:29
by CommanderABab
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So the main thing is it uses "random fun" with checks for if it can be built at the random spot.

In the notification, note that it uses a very low probability of actually sending the notification.

Re: Advanced tags for building plugins

Posted: 22 May 2022, 13:14
by Ryk_Mak_2050
Can you provide the emergency vehicle code? I have the code to increase number of emergency vehicles but do not respond when I call an emergency.

Re: Advanced tags for building plugins

Posted: 03 Aug 2022, 19:40
by Thiên Ân
How does the animated tag work?

Re: Advanced tags for building plugins

Posted: 03 Aug 2022, 19:47
by Lobby
It's a legacy attribute to animate your buildings. For that, simply provide multiple frames to the "frames" attribute and then use "animated":true to let the game know that it should use these frames to animate the building. Nowadays I recommend to use separate animation objects instead that you can then reference to in the "animation" attribute.

Re: Advanced tags for building plugins

Posted: 11 Aug 2022, 21:01
by Mako1137
What about waste disposal?

Re: Advanced tags for building plugins

Posted: 12 Aug 2022, 02:39
by Mako1137
Hey @Example of @Lobby, what is the tag for waste disposal?

Re: Advanced tags for building plugins

Posted: 17 Sep 2022, 20:39
by Mako1137
Question:

Does the "ordinal" tag have to start from 0?

Re: Advanced tags for building plugins

Posted: 17 Sep 2022, 22:11
by CommanderABab
No, you can use negative(-1) to always be first. High number to always be last.

Re: Advanced tags for building plugins

Posted: 24 Nov 2022, 08:38
by burgernamn
are there no tags for rails?

Re: Advanced tags for building plugins

Posted: 24 Nov 2022, 15:45
by Bearbear76
aster dude wrote:
24 Nov 2022, 08:38
are there no tags for rails?
Do you mean?

Code: Select all

"flag train": true
EDIT: You can always look at how the game implements railways here.

Re: Advanced tags for building plugins

Posted: 24 Nov 2022, 21:20
by burgernamn
Bearbear76 wrote:
24 Nov 2022, 15:45
aster dude wrote:
24 Nov 2022, 08:38
are there no tags for rails?
Do you mean?

Code: Select all

"flag train": true
EDIT: You can always look at how the game implements railways here.
yeah, thx man

Re: Advanced tags for building plugins

Posted: 04 Jan 2023, 19:08
by HenryEdwardRud
Sigitfajarn wrote:
05 Apr 2022, 05:04
anyone know tow to make the building does'nt need water and energy supply?
I think

"water": 0,
"power": 0

Re: Advanced tags for building plugins

Posted: 04 Jan 2023, 19:09
by HenryEdwardRud
Pederont wrote:
26 Apr 2022, 14:31
Is there a way I can make a decoration spawn on map randomly on random location? Similar to spawn tag but evaluated every given time and only on empty tiles.

I'm thinking of a plugin like easter egg thing.
I found this example from lobby

[
{
"id":"$myspawntest00",
"type":"decoration",
"width":1,
"height":1,
"frames":[{"x":0,"y":0,"w":32,"h":16}],
"needs water":false,
"needs land":false,
"draw ground":true,
"spawn":
{
"p":0.01,
"height":-600,
"radius":600
}
}
]

Re: Advanced tags for building plugins

Posted: 05 Jan 2023, 03:43
by CommanderABab
HenryEdwardRud wrote:
04 Jan 2023, 19:08
Sigitfajarn wrote:
05 Apr 2022, 05:04
anyone know tow to make the building does'nt need water and energy supply?
I think

"water": "-0"
"power": "-0"
This is best coded as

Code: Select all

"water": 0,  "power": 0,
as numbers don't need quotes in json and unneeded negative signs are discouraged.

Re: Advanced tags for building plugins

Posted: 20 Feb 2023, 12:21
by Alexander-Max
wow

Re: Advanced tags for building plugins

Posted: 27 Mar 2023, 12:20
by burgernamn
is there a list for the language tags?

Re: Advanced tags for building plugins

Posted: 27 Mar 2023, 17:45
by CommanderABab
First poet of this topic.

Re: Advanced tags for building plugins

Posted: 27 Aug 2024, 12:27
by zaqxswcdevfr
Wie man die Mindeststädtische Bewertung zum Zeitpunkt des Baus festlegt

Re: Advanced tags for building plugins

Posted: 02 Oct 2024, 01:43
by birdn4t0r
Lobby wrote:
23 Feb 2017, 00:20
(...)
Show
influence *
Possible keys are:
Show
(...)
"influence level0"
"influence level1"
"influence level2"
(...)
What are these influence keys for? Doesn't seem to be anything on them anywhere in the documentation that I can access.