Search found 31 matches
- Fri Oct 09, 2015 7:04 pm
- Forum: Modding
- Topic: How do I make re-skin mods compatible with each other?
- Replies: 9
- Views: 1451
Re: How do I make re-skin mods compatible with each other?
Cheers mate, it all makes sense now!
- Fri Oct 09, 2015 2:25 pm
- Forum: Modding
- Topic: Armed guards and Riot police
- Replies: 2
- Views: 980
Armed guards and Riot police
I have a few questions regarding changing some stuff with the armed guards and riot police. I got a new skin for armed guards that looks amazing... The only problem is that they look stupid as fuck when having a stab vest equipped and free fire on exposing their silly little hands. How would I go ab...
- Fri Oct 09, 2015 12:36 pm
- Forum: Modding
- Topic: How do I make re-skin mods compatible with each other?
- Replies: 9
- Views: 1451
Re: How do I make re-skin mods compatible with each other?
I understand what you mean now with the whole sprite.png stuff. I downloaded your mod and took a look at the file within and at the code you posted earlier regarding the workman.
The only thing I don't understand is how the 'x 0 y 0 w 2 h 2' stuff works
The only thing I don't understand is how the 'x 0 y 0 w 2 h 2' stuff works
- Thu Oct 08, 2015 10:05 pm
- Forum: Modding
- Topic: How do I make re-skin mods compatible with each other?
- Replies: 9
- Views: 1451
Re: How do I make re-skin mods compatible with each other?
Maybe it was stupid of me to use chairs as part of my example. Say I got a mod that changes the way workers look, and a mod that changes the way guards look. Both of those mods have their own 'people.png' sheet that doesn't work together as the workers in the guard re-skin mod will look like the ori...
- Thu Oct 08, 2015 8:58 pm
- Forum: Modding
- Topic: How do I make re-skin mods compatible with each other?
- Replies: 9
- Views: 1451
How do I make re-skin mods compatible with each other?
Is there a way to make re-skin mods compatible with one another? If yes, what would be the easiest way to make them compatible? Say I got one mod that makes chairs look like ducks, and then I got a mod that makes guard dogs look like cats; how would I make them compatible with one another? (Without ...
- Sat Aug 29, 2015 8:17 am
- Forum: General
- Topic: enabling events for existing prison
- Replies: 3
- Views: 1647
Re: enabling events for existing prison
Just go into your save file and do it.
- Fri Aug 14, 2015 1:32 am
- Forum: General
- Topic: Inmates leave their cells despite permanent lockdown
- Replies: 1
- Views: 1575
Inmates leave their cells despite permanent lockdown
I have no idea how to report bugs or check if it's already been submitted.
Inmates leave their cells, despite permanent lockdown, to go get items thrown over the wall....
Inmates leave their cells, despite permanent lockdown, to go get items thrown over the wall....
- Sun Aug 09, 2015 6:42 pm
- Forum: Community Members
- Topic: Freefire
- Replies: 10
- Views: 1575
Re: Freefire
Will armed guards use their weapons, despite freefire being disabled, if they get beat up by inmates? Because I don't think they do...
- Sat Aug 08, 2015 6:09 pm
- Forum: Community Members
- Topic: Freefire
- Replies: 10
- Views: 1575
Freefire
Allow us to manually select what guards should have freefire. Just because I want a guard with freefire in my supermax cellblock or guarding my armory, doesn't mean I want my armed guards to execute my high sec inmates as soon as they start a fight...
- Sat Aug 01, 2015 3:02 am
- Forum: Community Members
- Topic: Gang FLAWS after testing...
- Replies: 15
- Views: 3307
Re: Gang idea's after testing...
I like the suggestion.
Got a prison with 80 in-game days played. 200 inmates, 20 gang members in 3 different gangs... My prison is full and without a leader to recruit new members the gangs are not a problem what so ever.... And if I ever do get a leader ill just plop him into Super Max...
Got a prison with 80 in-game days played. 200 inmates, 20 gang members in 3 different gangs... My prison is full and without a leader to recruit new members the gangs are not a problem what so ever.... And if I ever do get a leader ill just plop him into Super Max...
- Mon Jul 06, 2015 3:39 pm
- Forum: General
- Topic: [BUG?] Armed guards, shackled inmates
- Replies: 2
- Views: 654
Re: [BUG?] Armed guards, shackled inmates
In my case, the prisoner in question just stand there shackled in his cell as his needs increase to the point where he boots off and gets shut down by the armed guards. He gets patched up then it all happens all over again...
- Sun Jul 05, 2015 7:52 pm
- Forum: General
- Topic: [BUG?] Armed guards, shackled inmates
- Replies: 2
- Views: 654
[BUG?] Armed guards, shackled inmates
Evenin' My armed guards no longer returns to the armory for rest as deployment changes and they're no longer on patrol. I have a patrol in the canteen during lunch hours, after lunch hours there is no longer an armed patrol in the canteen. The armed guard that was in patrol in the canteen stops patr...
- Wed Jul 01, 2015 3:57 pm
- Forum: General
- Topic: [BUG] Shops
- Replies: 2
- Views: 468
Re: [BUG] Shops
Maybe the prisoners are from a generic uncivilized country where people don't wait in queues...
- Wed Jul 01, 2015 3:54 pm
- Forum: General
- Topic: Question about the "gangs" mechanics thus far
- Replies: 10
- Views: 1782
Re: Question about the "gangs" mechanics thus far
If you listen to what they say in the alpha video you'd know that more mechanics to deal with gang members are coming in future alphas, this is just the start of it. At the moment you'd be wise not to use the function at all unless you want your prison to get fucked up.
- Tue Jun 30, 2015 8:13 pm
- Forum: General
- Topic: ideas for alpha 35
- Replies: 5
- Views: 1145
Re: ideas for alpha 35
Haha... "Away" :lol: 1. I dont see the point? 2. Already been suggested a numerous amount of times. 3. Assigning prisoners to specific spells has already been suggested a numerous amount of times as well. 4. Alpha 33 introduced cell gradings so that prisoners who behave well get better cel...