Advanced tags for building plugins
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- CommanderABab
- AB
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Re: Advanced tags for building plugins
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.
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.
- Ryk_Mak_2050
- Settler
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Re: Advanced tags for building plugins
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
How does the animated tag work?
- Lobby
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Re: Advanced tags for building plugins
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.
- Mako1137
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Re: Advanced tags for building plugins
What about waste disposal?
- Mako1137
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Re: Advanced tags for building plugins
Hey @Example of @Lobby, what is the tag for waste disposal?
- Mako1137
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Re: Advanced tags for building plugins
Question:
Does the "ordinal" tag have to start from 0?
Does the "ordinal" tag have to start from 0?
- CommanderABab
- AB
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Re: Advanced tags for building plugins
No, you can use negative(-1) to always be first. High number to always be last.
- burgernamn
- Former aster dude
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Re: Advanced tags for building plugins
are there no tags for rails?
- Bearbear76
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Re: Advanced tags for building plugins
Do you mean?
Code: Select all
"flag train": true- burgernamn
- Former aster dude
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Re: Advanced tags for building plugins
yeah, thx manBearbear76 wrote: ↑24 Nov 2022, 15:45Do you mean?EDIT: You can always look at how the game implements railways here.Code: Select all
"flag train": true
- HenryEdwardRud
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Re: Advanced tags for building plugins
I thinkSigitfajarn wrote: ↑05 Apr 2022, 05:04anyone know tow to make the building does'nt need water and energy supply?
"water": 0,
"power": 0
Last edited by HenryEdwardRud on 05 Jan 2023, 19:15, edited 3 times in total.
- HenryEdwardRud
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Re: Advanced tags for building plugins
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
}
}
]
- CommanderABab
- AB
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Re: Advanced tags for building plugins
This is best coded asHenryEdwardRud wrote: ↑04 Jan 2023, 19:08I thinkSigitfajarn wrote: ↑05 Apr 2022, 05:04anyone know tow to make the building does'nt need water and energy supply?
"water": "-0"
"power": "-0"
Code: Select all
"water": 0, "power": 0,- Alexander-Max
- Settler
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- burgernamn
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Re: Advanced tags for building plugins
is there a list for the language tags?
- CommanderABab
- AB
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Re: Advanced tags for building plugins
First poet of this topic.
- zaqxswcdevfr
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Re: Advanced tags for building plugins
Wie man die Mindeststädtische Bewertung zum Zeitpunkt des Baus festlegt

