Advanced tags for building plugins

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CommanderABab
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Re: Advanced tags for building plugins

#201

Post 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.
Last edited by CommanderABab on 26 Apr 2022, 18:40, edited 1 time in total.
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Ryk_Mak_2050
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Re: Advanced tags for building plugins

#202

Post 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.
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Thiên Ân
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Re: Advanced tags for building plugins

#203

Post by Thiên Ân »

How does the animated tag work?
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Lobby
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Re: Advanced tags for building plugins

#204

Post 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.
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Re: Advanced tags for building plugins

#205

Post by Mako1137 »

What about waste disposal?
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Re: Advanced tags for building plugins

#206

Post by Mako1137 »

Hey @Example of @Lobby, what is the tag for waste disposal?
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Re: Advanced tags for building plugins

#207

Post by Mako1137 »

Question:

Does the "ordinal" tag have to start from 0?
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Re: Advanced tags for building plugins

#208

Post by CommanderABab »

No, you can use negative(-1) to always be first. High number to always be last.
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burgernamn
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Re: Advanced tags for building plugins

#209

Post by burgernamn »

are there no tags for rails?
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Re: Advanced tags for building plugins

#210

Post 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.
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Re: Advanced tags for building plugins

#211

Post 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
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Re: Advanced tags for building plugins

#212

Post 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
Last edited by HenryEdwardRud on 05 Jan 2023, 19:15, edited 3 times in total.
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Re: Advanced tags for building plugins

#213

Post 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
}
}
]
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Re: Advanced tags for building plugins

#214

Post 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.
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Alexander-Max
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Re: Advanced tags for building plugins

#215

Post by Alexander-Max »

wow
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Re: Advanced tags for building plugins

#216

Post by burgernamn »

is there a list for the language tags?
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Re: Advanced tags for building plugins

#217

Post by CommanderABab »

First poet of this topic.
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