Search found 29 matches
- Sat Aug 26, 2017 2:41 pm
- Forum: Modding
- Topic: CreateJob calls a Vanilla Job
- Replies: 0
- Views: 1446
CreateJob calls a Vanilla Job
Is it possible? I'd like to call OpenDoor vanilla jon on a modded door.
- Sun Aug 13, 2017 11:43 am
- Forum: Modding
- Topic: Interface Update
- Replies: 0
- Views: 2266
Interface Update
Hi all. I think it's a bug, if not someone can help me (maybe...).
Is there a way to NOT update the interface (AddInterface, SetCaption ect...) when the calling object is not selected?
Is there a way to NOT update the interface (AddInterface, SetCaption ect...) when the calling object is not selected?
- Thu Oct 20, 2016 10:03 am
- Forum: Modding
- Topic: Job overflow
- Replies: 4
- Views: 2567
Re: Job overflow
Well if Job_A has to be completed before Job_B can be done, then use a little boolean: ... this.jobAcompleted=false this.CreateJob('Job_A') ... ... function JobComplete_Job_A() this.jobAcompleted=true dothingshere end ... ... if this.jobAcompleted==true and otherthings==true then this.jobBcompleted...
- Wed Oct 19, 2016 7:01 pm
- Forum: Modding
- Topic: Job overflow
- Replies: 4
- Views: 2567
Re: Job overflow
You should check if the object.JobId==nil before issuing a CreateJob for the object. That way it will issue the job only once. Uhm... It doesn't work if I want to create two different jobs. Let's assume I already created a Job_A that still have to be completed, if I met the condition to create Job_...
- Wed Oct 19, 2016 11:00 am
- Forum: Modding
- Topic: Job overflow
- Replies: 4
- Views: 2567
Job overflow
I reported this to Mantis: If you call a custom job at every update cycle with CreateJob function, the game will prevent "overflow" creating just one istance of that job. It is good, but if you call a SECOND custom job at every update cycle, the game WILL NOT prevent "overflow", ...
- Sun Oct 16, 2016 11:38 am
- Forum: Modding
- Topic: Electricity and water connections
- Replies: 0
- Views: 1458
Electricity and water connections
There's no way to add those properties to modded objects, am I right?
Any idea for some "alternative"?
Any idea for some "alternative"?
- Wed Oct 12, 2016 12:01 pm
- Forum: Modding
- Topic: Default spritebank has extra conflicting markers; maybe bug?
- Replies: 7
- Views: 4195
Re: Help with markers please?
I think they left some unused markers OR they mispositioned them. We can report it on bugtracker.
- Wed Oct 12, 2016 10:42 am
- Forum: Modding
- Topic: Default spritebank has extra conflicting markers; maybe bug?
- Replies: 7
- Views: 4195
Re: Help with markers please?
Yes, you got it. It's "bug" of the default spritebank. Did you fix it?
- Tue Oct 11, 2016 3:39 pm
- Forum: Modding
- Topic: Default spritebank has extra conflicting markers; maybe bug?
- Replies: 7
- Views: 4195
Re: Help with markers please?
After testing a few different mods, the markers used on those mods are not being deleted from my sprite bank once I delete/remove the mod. I've also tried deleting and restoring the Main.Dat file within the game directory, to see if a new spritebank or files would work; but no dice. I've also tried...
- Mon Oct 10, 2016 11:26 pm
- Forum: Modding
- Topic: Free the prisoner slot when something happen
- Replies: 2
- Views: 1378
Re: Free the prisoner slot when something happen
So <somecondition> should check if his needs are completely settled before releasing, no? In theory, yes, in practise Needs.SomeNeed doesn't work... I can only use Needs.SomeNeed = 0... Anyway, I think i find a solution... I spawn an object (out of service sign, lol) and put it on the slot. When th...
- Mon Oct 10, 2016 10:18 am
- Forum: Modding
- Topic: Free the prisoner slot when something happen
- Replies: 2
- Views: 1378
Free the prisoner slot when something happen
Hello :) I'd like to free the slot of a provider if some condition is met, someone can help me? This is my try: if this.Slot0.i > -1 then thePrisoner = getObject("Prisoner",this.Slot0.i) if <...somecondition ...> then <...do something ... > else thePrisoner.Loaded = false thePrisoner.Clear...
- Sun Oct 09, 2016 3:17 pm
- Forum: Modding
- Topic: Get an Id from another script
- Replies: 0
- Views: 1138
Get an Id from another script
Is there a way to get an Id from another script without using GetNearbyObjects? Thanks!
- Thu Oct 06, 2016 12:22 pm
- Forum: Modding
- Topic: [Mod] Chad's Drink Mod
- Replies: 41
- Views: 11922
Re: [Mod] Chad's Drink Mod
AutoReply: No, it doesn't.
I'm fixing it, added Chad on steam. If you read me, please, reply. Thanks!
I'm fixing it, added Chad on steam. If you read me, please, reply. Thanks!
- Tue Oct 04, 2016 7:36 pm
- Forum: Modding
- Topic: [Mod] Chad's Drink Mod
- Replies: 41
- Views: 11922
Re: [Mod] Chad's Drink Mod
Does this still work?
- Tue Oct 04, 2016 12:16 am
- Forum: Modding
- Topic: [Mod] Blueline
- Replies: 8
- Views: 4827
Re: [Mod] Blueline
Someone can share this mod again?