Search found 48 matches
- Tue Feb 03, 2015 6:12 pm
- Forum: Modding
- Topic: My code is broken while trying to fix it?
- Replies: 5
- Views: 888
Re: My code is broken while trying to fix it?
What do you mean by "-- then return the amount of time until next pass here"? In your case returning 2 would give you what you intended to do with your own code, then it will be called every 2.0 'seconds' (timePassed is a flexible concept in PA that is dependant on map size making it diff...
- Mon Feb 02, 2015 11:52 pm
- Forum: Modding
- Topic: Storing bleach on tables
- Replies: 5
- Views: 742
Re: Storing bleach on tables
Still happens. MADDENING. END Well, the original production item will always exist, and it has no rule to check whether it is loaded. You should be able to turn of the behaviour by adding the loaded rule to the original game production.txt file. But then it won't be possible to distribute as a mod....
- Mon Feb 02, 2015 11:43 pm
- Forum: Modding
- Topic: My code is broken while trying to fix it?
- Replies: 5
- Views: 888
Re: My code is broken while trying to fix it?
It doesn't say there is a problem, but the water cooler no longer spouts out water bottle, AND slows down the game now dramatically when there are only 16 prisoners -.- What have i done?? You are doing GetNearbyObjects (an expensive call which you should do rarely) 1 to 6 times every Update. Here i...
- Mon Feb 02, 2015 11:27 pm
- Forum: Modding
- Topic: A small question about getting lua libraries and such
- Replies: 7
- Views: 1731
Re: A small question about getting lua libraries and such
They have blocked the inclusion of external libraries for good reasons (letting modders do whatever they want to your computer for example, like opening up a web socket to a malicious external server).
- Mon Feb 02, 2015 11:14 pm
- Forum: Modding
- Topic: [Mod] Aviation - A Helicopter Mod
- Replies: 2
- Views: 2819
Re: [Mod] Aviation - A Helicopter Mod
This was in my pipeline of ideas, but I've been far too busy in the other life. Glad to see someone else had the capacity to make it!
- Mon Jan 05, 2015 8:51 pm
- Forum: Modding
- Topic: Tunnel entity name?
- Replies: 1
- Views: 528
Re: Tunnel entity name?
If anyone finds out what the entity name is for a tile of tunnel, because i have been scouring the internet and save files (which i know have tunnels on them) and all i have found so far is a reference of BeginTunnels Begin Dug 1.0555123 entrance end discovered true And i have tried using "Dug...
- Mon Jan 05, 2015 8:50 pm
- Forum: Modding
- Topic: Jail Door Code
- Replies: 5
- Views: 926
Re: Jail Door Code
There is another post named "[help] Door Functionality" just a few posts down, check it out, then download that mod and check what was done there.
- Mon Jan 05, 2015 8:46 pm
- Forum: Modding
- Topic: Idle scripting issue
- Replies: 6
- Views: 1097
Re: Idle scripting issue
No need for a custom loop here. You've got the Update() function, which is basically a loop. If the interval is to short, add at timer like timer = 5 for 5 seconds. Then check if the timer is <= 0 and do your stuff an reset the timer. Else decrease the timer by timePassed. Very simple. Good luck Mo...
- Fri Jan 02, 2015 7:43 am
- Forum: Modding
- Topic: (Help!) Grounds Checker mod
- Replies: 18
- Views: 2086
Re: (Help!) Grounds Checker mod
Have you been successful in detecting tunnels by the way?
- Fri Jan 02, 2015 7:41 am
- Forum: Modding
- Topic: (Help!) Grounds Checker mod
- Replies: 18
- Views: 2086
Re: (Help!) Grounds Checker mod
Adding staff hasn't really been implemented in the mod-system. If you want them to behave you have to code it all by yourself. There is some code for 'idling' in my Hot Chicks mod. Last I checked you couldn''t add jobs either, you'd have to implement that in code too.
- Thu Jan 01, 2015 12:36 pm
- Forum: Modding
- Topic: [MOD] I'll drink to that
- Replies: 4
- Views: 2619
Re: [MOD] I'll drink to that
Just wanted to say that this is one of my favorite mods, in that if I installed it in somebodies game they would not notice and assume 'that is just the way the vending machine works'. It does not feel like a hack so much as adding something that is missing. Thanks, very nice to hear! :D I do try t...
- Thu Jan 01, 2015 10:12 am
- Forum: Modding
- Topic: [help] Door Functionality
- Replies: 13
- Views: 2265
Re: [help] Door Functionality
SHOT(by)GUN wrote:2. How to disable jail keys from making insane damage to my door? (1 second time to crack door open with jail keys = more than 70% damage)!
If the keys are doing damage to the door rather than opening it, you can just decrease/nullify the amount of damage every update?
- Tue Dec 30, 2014 3:15 am
- Forum: Modding
- Topic: Modsystem New Year Wishlist!
- Replies: 3
- Views: 899
Modsystem New Year Wishlist!
While I generally think the mod system in this game is great, flexible and powerful; I still hit my head against more or less visible boundaries more often than not. I'm going to use this post to document my (and possibly others) ideas of how the mod system could allow us to make even cooler mods. 8...
- Tue Dec 30, 2014 12:26 am
- Forum: Modding
- Topic: [help] Door Functionality
- Replies: 13
- Views: 2265
Re: [help] Door Functionality
Well that would never work like that, but I will try to achieve the functionality manually. My guess is that you will run in to pathfinding problems if you stop defining the object as a door, I think you will want to test that first. Unfortunately there is currently nothing like: prison.getProperty...
- Sun Dec 28, 2014 7:21 pm
- Forum: Modding
- Topic: What is the scope enforcement on lua files in PA?
- Replies: 8
- Views: 1583
Re: What is the scope enforcement on lua files in PA?
Will a function name in one script file overwrite the function in another one if they share the same name? Are scripts loaded into the global namespace or into a namespace that is specific to the mod, or are each scripts completely segregated? I noticed that the scripts in the introductory scenario...