Sorry. Seems like it has been answered here...
viewtopic.php?f=42&t=50748&p=576935
Search found 17 matches
- Sun Oct 26, 2014 7:00 pm
- Forum: General
- Topic: What does this uniform signify?
- Replies: 3
- Views: 1080
- Sun Oct 26, 2014 7:00 pm
- Forum: General
- Topic: Has this happened to you?
- Replies: 4
- Views: 1175
Re: Has this happened to you?
Oh... That will answer my question here...
viewtopic.php?f=42&t=50755
viewtopic.php?f=42&t=50755
- Sun Oct 26, 2014 6:56 pm
- Forum: General
- Topic: What does this uniform signify?
- Replies: 3
- Views: 1080
What does this uniform signify?
Today I had a prisoner arrive in a truck with a different uniform. The uniform is black and has a read eye. The prisoner is called Edd Potts.
See image: .
Anyone know what that is about?
See image: .
Anyone know what that is about?
- Sat Sep 27, 2014 4:48 pm
- Forum: Modding
- Topic: In a mod's lua scripts, is it possible to....
- Replies: 5
- Views: 2810
Re: In a mod's lua scripts, is it possible to....
mazetar wrote:Is it possible to check for room uid or even just type at a given position? Then I assume you could use the getNearbyObjects and filter out those not in the room?
Yes, I guess I could go down that route. Thank you.
- Sat Sep 27, 2014 8:31 am
- Forum: Modding
- Topic: In a mod's lua scripts, is it possible to....
- Replies: 5
- Views: 2810
Re: In a mod's lua scripts, is it possible to....
Thanks guys. Great information. I was hoping there may be a Room.GetOccupants(), so you can get a collection of all occupants, iterate through them each of the Occupant and call of Occupant == "Prisoner", then see if the prisoner has contraband, then look for a specific type of contraband....
- Thu Sep 25, 2014 7:12 pm
- Forum: Modding
- Topic: [Tutorial] RotateTypes Explained
- Replies: 10
- Views: 21060
Re: [Tutorial] RotateTypes Explained
Thank you for posting. That is brilliant.
- Thu Sep 25, 2014 7:06 pm
- Forum: Modding
- Topic: In a mod's lua scripts, is it possible to....
- Replies: 5
- Views: 2810
In a mod's lua scripts, is it possible to....
In a mod's lua scripts, is it possible to do any of the following?..
1) Get a list of prisoners in a room, or using an object
2) Determine is a prisoner (in the list above) is carrying contraband
3) Determine the type of contraband being carried
Any answers, help or pointers appreciated.
1) Get a list of prisoners in a room, or using an object
2) Determine is a prisoner (in the list above) is carrying contraband
3) Determine the type of contraband being carried
Any answers, help or pointers appreciated.
- Thu Sep 25, 2014 6:56 pm
- Forum: Introversion Blog
- Topic: Prison Architect Alpha 25
- Replies: 35
- Views: 154656
Re: Prison Architect Alpha 25
bamapookie wrote:Do prisoners who kill a guard also get the Cop Killer reputation?
Would be a good feature!
- Thu Sep 25, 2014 6:53 pm
- Forum: Introversion Blog
- Topic: Prison Architect Alpha 25
- Replies: 35
- Views: 154656
Re: Prison Architect Alpha 25
Great work guys! Looking forward to seeing how it changes the gameplay.
- Thu Sep 25, 2014 12:27 am
- Forum: General
- Topic: Prisoners are stuck, Execution
- Replies: 11
- Views: 3355
Re: Prisoners are stuck, Execution
If you really cannot get them to move, turn off PA and search the .prison save game file for the word "Shackled" and set this property for any prisoner from "true" to "false" and they will walk off on next load.
- Sat Sep 20, 2014 5:30 pm
- Forum: Modding
- Topic: 2nd Level research just hangs in mod
- Replies: 8
- Views: 1717
Re: 2nd Level research just hangs in mod
Ok, I have it. I was missing the "Admin" property. I have now set that to Warden and it works. BEGIN Research Name MyInitiative Type Ability Requires MyInstructor Admin Warden Cost -500 Time 360 X 220 Y 340 END @blipadouzi - Thank you for your help. :)
- Sat Sep 20, 2014 5:26 pm
- Forum: Modding
- Topic: 2nd Level research just hangs in mod
- Replies: 8
- Views: 1717
Re: 2nd Level research just hangs in mod
In my save file the progress is starting but is very slow...!
EDIT: It looks like it hangs at that percentage!
Code: Select all
BEGIN Research
BEGIN None Desired false Progress 1.00000 END
.
.
.
BEGIN MyInitiative Desired true Progress 0.000100000 END
END
EDIT: It looks like it hangs at that percentage!
- Sat Sep 20, 2014 5:13 pm
- Forum: Modding
- Topic: 2nd Level research just hangs in mod
- Replies: 8
- Views: 1717
Re: 2nd Level research just hangs in mod
Good observation! No it should not be finance as you say. I have now changed that but it still does not work. do you think it might be because my research has the same name as the object? That format seems to be used for some research - objects in the main game file like "Warden" & &qu...
- Sat Sep 20, 2014 4:45 pm
- Forum: Modding
- Topic: 2nd Level research just hangs in mod
- Replies: 8
- Views: 1717
Re: 2nd Level research just hangs in mod
Yes, both the "research_" and the "researchtooltip_" entries. Also the "object_" for MyInstructor
Is there anything I have missed that may cause this issue?
Is there anything I have missed that may cause this issue?
- Sat Sep 20, 2014 9:49 am
- Forum: Modding
- Topic: 2nd Level research just hangs in mod
- Replies: 8
- Views: 1717
2nd Level research just hangs in mod
Hi Guys, The mod I am working on requires an admin "MyInstructor" to be researched first and then the actual research "MyInitiative" can then be carried out. The first level of research for the "MyInstructor" For some reason my second level of research says "In pro...