Search found 194 matches

by GamingBud
Wed Feb 25, 2015 7:20 pm
Forum: Modding
Topic: Room Icons Mod V3.0
Replies: 34
Views: 2736

Re: Room Icons Mod V3.0

*Clapping*

Not sarcasm.
by GamingBud
Sun Feb 22, 2015 3:52 pm
Forum: Modding
Topic: Using specific doors and materials in rooms
Replies: 9
Views: 1071

Re: Using specific doors and materials in rooms

Hello and welcome to the modding forums! As far as I know there is no way to define a material needed for rooms. For the door I'm not know exactly what you mean.You say your room should require the staff door. And you did that into the room block. So I don't see your problem with that sorry. He is ...
by GamingBud
Fri Feb 20, 2015 2:22 pm
Forum: Modding
Topic: [Mod] Minor Game Tweaks
Replies: 11
Views: 2117

Re: [Mod] Minor Game Tweaks

That would work. But then again, i rarely see my prisoners getting OVERDOSED.
by GamingBud
Thu Feb 19, 2015 10:06 pm
Forum: Community Members
Topic: [Suggestion/Request] Bank Statement
Replies: 3
Views: 89

Re: [Suggestion/Request] Bank Statement

Turnspike wrote:Sort of connected, it would be good to have a similar thing for each inmate's misconduct.


Click on an inmate, go to experience, look in the upper right.
by GamingBud
Thu Feb 19, 2015 10:04 pm
Forum: Modding
Topic: [Mod] Minor Game Tweaks
Replies: 11
Views: 2117

Re: [Mod] Minor Game Tweaks

Wouldn't booze also trip the metal detectors, the only way to avoid that would be for the booze to be in a battle with a calk but tins and battles with tin caps should trigger the metal detector right? Don't argue with Roy's misspellings. I believe Roy is dyslexic. Battle = Bottle Calk = Cork No of...
by GamingBud
Thu Feb 19, 2015 9:55 pm
Forum: Modding
Topic: Custom Staff not researching
Replies: 1
Views: 479

Re: Custom Staff not researching

BEGIN Object Name HeadOfArts MoveSpeedFactor 0.500000 Toughness 10.0000 RenderDepth 2 ViewRange 8 Price -500 Research FilmAndArts BlockedBy Wall BlockedBy StaticObject BlockedBy UtilityStation Properties Entity Properties Staff Properties Administrator Properties RoomSpecific Equipment Clipboard BE...
by GamingBud
Thu Feb 19, 2015 2:57 am
Forum: Modding
Topic: Research - Unlocking Weapon?
Replies: 8
Views: 674

Re: Research - Unlocking Weapon?

BEGIN Material Name PavingStone ConstructionTime 1.00000 MoveCost 1.30000 SoftEdged 0 IndoorOutdoor 1 ObjectRequired Concrete SpriteType RandomArea NumSprites 2 BEGIN Sprite0 x 15 y 4 END BEGIN Sprite1 x 5 y 2 END END Try using "ObjectRequired" in your assaultrifle. I don't know if it wou...
by GamingBud
Thu Feb 19, 2015 12:27 am
Forum: Modding
Topic: Research - Unlocking Weapon?
Replies: 8
Views: 674

Re: Research - Unlocking Weapon?

Does the taser need a special object before they can be used by the guards? Everything I can see to do with the tazers is just the basics, nothing different from the other items really. I'm just going to guess that the method for them getting equipment is based on some sort of code in the game that...
by GamingBud
Wed Feb 18, 2015 10:31 pm
Forum: Modding
Topic: Research - Unlocking Weapon?
Replies: 8
Views: 674

Re: Research - Unlocking Weapon?

Hi everyone, I'm currently trying to make a research plan that involves unlocking the Assault Rifle, so that the armed guards will go to the armoury and exchange their shotguns for it. Kind of like if you edit the guard's equipment in the materials.txt, then load a save and you'll see the new guard...
by GamingBud
Tue Feb 17, 2015 3:08 am
Forum: Modding
Topic: Queue an EscortPrisoner job
Replies: 5
Views: 537

Re: Queue an EscortPrisoner job

Chad wrote:@GamingBud:
I know how to create jobs, but you can't call vanilla jobs, and that's what Sumurai8 tried. Or can you

Yes, i know :3. I mean't to tell him how to create a job.

No i don't believe you can use vanilla jobs in a script. (Why i ask? :?: )
by GamingBud
Mon Feb 16, 2015 8:35 pm
Forum: Modding
Topic: Queue an EscortPrisoner job
Replies: 5
Views: 537

Re: Queue an EscortPrisoner job

as far as I've noticed you can't call pre-made jobs. Make a jobs.txt file and name the job EscortPrisonerSomething. It can't be EscortPrisoner, or else that will cause overwrite problems. Then in the base-language, at the jobs section, add job_custom_NAMEOFJOB without caps. And then after that you ...
by GamingBud
Sun Feb 15, 2015 6:08 am
Forum: Modding
Topic: [Solved]
Replies: 0
Views: 290

[Solved]

Code: Select all

   moveTox = objPosx - math.random(0,2)
   moveToy = objPosy - math.random(0,2)


Solved!
by GamingBud
Sun Feb 15, 2015 5:41 am
Forum: Modding
Topic: Only day at my graphic mod
Replies: 2
Views: 369

Re: Only day at my graphic mod

I create a graphic mod that plays on an other planet. This planet has no night every day because there are three suns. How I can make my graphic mod with no night? No darkness, no nightmode. Pls help me. I believe there is a sprite in the main.dat that you can override to change the colors of the m...
by GamingBud
Sat Feb 14, 2015 6:13 pm
Forum: Modding
Topic: Object not spawning
Replies: 16
Views: 1042

Re: Object not spawning [Fixed]

Ok??? I'm not asking to spawn water. I was just trying to figure out how to spawn an object that i had created called water bottles.
by GamingBud
Fri Feb 13, 2015 4:53 am
Forum: Modding
Topic: Object not spawning
Replies: 16
Views: 1042

Re: Object not spawning

I dont like the way that the spawn code is written, it may work that way but its not how I code. local currentDrink = Object.Spawn( "WaterBottle", Object.GetProperty("Pos.x"), Object.GetProperty("Pos.y")); some thing like this works as i have used it to spawn stuff. fu...

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