*Clapping*
Not sarcasm.
Search found 194 matches
- Wed Feb 25, 2015 7:20 pm
- Forum: Modding
- Topic: Room Icons Mod V3.0
- Replies: 34
- Views: 5115
- Sun Feb 22, 2015 3:52 pm
- Forum: Modding
- Topic: Using specific doors and materials in rooms
- Replies: 9
- Views: 1683
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 ...
- Fri Feb 20, 2015 2:22 pm
- Forum: Modding
- Topic: [Mod] Minor Game Tweaks
- Replies: 11
- Views: 2628
Re: [Mod] Minor Game Tweaks
That would work. But then again, i rarely see my prisoners getting OVERDOSED.
- Thu Feb 19, 2015 10:06 pm
- Forum: Community Members
- Topic: [Suggestion/Request] Bank Statement
- Replies: 3
- Views: 310
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.
- Thu Feb 19, 2015 10:04 pm
- Forum: Modding
- Topic: [Mod] Minor Game Tweaks
- Replies: 11
- Views: 2628
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...
- Thu Feb 19, 2015 9:55 pm
- Forum: Modding
- Topic: Custom Staff not researching
- Replies: 1
- Views: 651
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...
- Thu Feb 19, 2015 2:57 am
- Forum: Modding
- Topic: Research - Unlocking Weapon?
- Replies: 8
- Views: 1046
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...
- Thu Feb 19, 2015 12:27 am
- Forum: Modding
- Topic: Research - Unlocking Weapon?
- Replies: 8
- Views: 1046
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...
- Wed Feb 18, 2015 10:31 pm
- Forum: Modding
- Topic: Research - Unlocking Weapon?
- Replies: 8
- Views: 1046
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...
- Tue Feb 17, 2015 3:08 am
- Forum: Modding
- Topic: Queue an EscortPrisoner job
- Replies: 5
- Views: 892
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? )
- Mon Feb 16, 2015 8:35 pm
- Forum: Modding
- Topic: Queue an EscortPrisoner job
- Replies: 5
- Views: 892
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 ...
- Sun Feb 15, 2015 5:41 am
- Forum: Modding
- Topic: Only day at my graphic mod
- Replies: 2
- Views: 648
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...
- Sat Feb 14, 2015 6:13 pm
- Forum: Modding
- Topic: Object not spawning
- Replies: 16
- Views: 2233
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.
- Fri Feb 13, 2015 4:53 am
- Forum: Modding
- Topic: Object not spawning
- Replies: 16
- Views: 2233
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...