Page 11 of 11
Re: Advanced tags for building plugins
Posted: 26 Apr 2022, 18:29
by CommanderABab
Hidden Content
This board requires you to be registered and logged-in to view hidden content.
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?
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?
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
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
(...)
Possible keys are:
(...)
"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.