Advanced tags for building plugins

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JustAnyone
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Re: Advanced tags for building plugins

Post by JustAnyone » Sun Nov 12, 2017 12:03

Lobby wrote:
Fri Jun 23, 2017 23:59
Added attribute sound click to provide a sound file (from within your plugin's directory) which will be played when user taps on your building.

Example:

Code: Select all

"sound click":{"file":"sound.ogg"}
A variety of audio formats is supported, see this listing for more information.
On what does sound play time depend?

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Re: Advanced tags for building plugins

Post by JustAnyone » Sun Nov 12, 2017 13:53

Also a suggestion:

Code: Select all

"require IAP":true,
"IAP":"lobianajones"

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Re: Advanced tags for building plugins

Post by cesareborgia94 » Sat Nov 18, 2017 16:47

What are the tags for building farmfields?
I tried making a new farmfield plugin but it always builds at roads despite setting the "needs roads: false".
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Re: Advanced tags for building plugins

Post by TheCrazyRobloxian » Mon Nov 20, 2017 23:00

hey, can someone give an example of how to use the rotation aware option?
Hi, wait, did anyone else wrote the same thing here?, meh, i dont care.
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Re: Advanced tags for building plugins

Post by JustAnyone » Thu Nov 30, 2017 23:56

Crazy question #1:
Is there a possibility for one building created via plugin to have swat, police, fireman and healthcare emergency response?
Also I would like the ids for swat, police, fire truck and ambulance car.

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Re: Advanced tags for building plugins

Post by CommanderABab » Fri Dec 01, 2017 0:01

No
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Re: Advanced tags for building plugins

Post by CommanderABab » Fri Dec 01, 2017 0:04

JustAnyone wrote:
Thu Nov 30, 2017 23:56
Crazy question #1:
Is there a possibility for one building created via plugin to have swat, police, fireman and healthcare emergency response? No.
Also I would like the ids for swat, police, fire truck and ambulance car.
Interesting statement!
587587Currently using beta 587. 587 What's new? :)
bus routes are supposed to be fixed!!
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Re: Advanced tags for building plugins

Post by Lobby » Fri Dec 01, 2017 0:37

It's not possible as the responsibility of a building is determined by it's type and a building cannot have multiple types at the same time.

For car ids, have a look at the listing in 3 in the Cars documentation.
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Re: Advanced tags for building plugins

Post by BruceWillis24 » Thu Dec 14, 2017 4:13

This might just be a dumb question, but can you create a building with say level 1 AND 2 so it keeps spawning throughout both levels?

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Re: Advanced tags for building plugins

Post by BruceWillis24 » Tue Dec 19, 2017 4:26

Thanks Koala

My next question for you guys:

What does the "Usage" attribute inside of a json do?

Say: "Usage:100"

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Re: Advanced tags for building plugins

Post by MONTEMARINO » Fri Dec 29, 2017 22:46

I want to make a University: how can I encode the JSON for capacity of students and education influence?

Thanks!

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Re: Advanced tags for building plugins

Post by MONTEMARINO » Sun Dec 31, 2017 10:43

former member wrote:
Fri Dec 29, 2017 22:51
For influences

Code: Select all

"influence education low":50

Code: Select all

"influence education high":50
For students

Code: Select all

"provide aspect education low":100

Code: Select all

"provide aspect education high":100

Thank You!

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Re: Advanced tags for building plugins

Post by Lobby » Sun Jan 14, 2018 12:08

It's hardcoded... For the fire frames there's an animation of id $animationfire04, but it won't look good.
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Re: Advanced tags for building plugins

Post by JustAnyone » Sun Jan 14, 2018 12:22

Lobby, build time is no longer only for RCI?

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Re: Advanced tags for building plugins

Post by Kulche » Sun Jan 14, 2018 13:55

Ooh, I have a question about fire; is it possible to add custom fire frames for choosen building?
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Re: Advanced tags for building plugins

Post by Lobby » Mon Jan 15, 2018 17:21

@JustAnyone What exactly do you mean by that? It should be reversed.

@Kulche No, you can just override fire frames in general.
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Re: Advanced tags for building plugins

Post by JustAnyone » Mon Jan 15, 2018 17:41

@Lobby other building types can use build time attribute now?

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Re: Advanced tags for building plugins

Post by Kulche » Mon Jan 15, 2018 19:52

Can a building be unplaceable by a player, but placed when creating a new map? .....................oil industry coming
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Re: Advanced tags for building plugins

Post by JustAnyone » Mon Jan 15, 2018 20:21

That's not what he asked for.

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Re: Advanced tags for building plugins

Post by Kulche » Mon Jan 15, 2018 20:51

As soon you can't build it, it's OK.
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Re: Advanced tags for building plugins

Post by JustAnyone » Mon Jan 15, 2018 20:56

But you can pick it with pick tool.

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Re: Advanced tags for building plugins

Post by Kulche » Mon Jan 15, 2018 21:07

❤Bearz❤

nope

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Re: Advanced tags for building plugins

Post by JustAnyone » Mon Jan 15, 2018 21:11

I already suggested it. Now we shall just wait.

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Re: Advanced tags for building plugins

Post by CommanderABab » Mon Jan 15, 2018 23:21

Kulche wrote:
Mon Jan 15, 2018 19:52
Can a building be unplaceable by a player, but placed when creating a new map? .....................oil industry coming
Yes

Code: Select all

"hidden":true,
...Code to spawn... oil industry coming...
spawn code
587587Currently using beta 587. 587 What's new? :)
bus routes are supposed to be fixed!!
:cry:

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Re: Advanced tags for building plugins

Post by CommanderABab » Mon Jan 15, 2018 23:29

former member wrote:
Mon Jan 15, 2018 21:05
We need a new code to make a plugin impossible to pick.

Code: Select all

"hidden":true,
"on built fun":[        {          "actions":[{"type":"remove"}]        }      ]
Leaves it pickable, but useless.

Or

Code: Select all

"hidden":true,"maxcount":1
Leaves it pickable, but unplaceable.
587587Currently using beta 587. 587 What's new? :)
bus routes are supposed to be fixed!!
:cry:

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