Search found 231 matches

by aubergine18
Fri Oct 23, 2015 11:57 pm
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3507

Re: HELP coffee machine

Yes, you can define multiple slots on a 1x1 or any size object. I'm not sure if there are limitations in respect to proximity of slots. If you're using base-game sprite (defined in objects.spritebank and the image either in objects.png or people.png) then you're in for a world of pain when it comes ...
by aubergine18
Fri Oct 23, 2015 11:34 pm
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3507

Re: HELP coffee machine

Ah, in that case you'll be getting the default markers - if there are any... viewtopic.php?f=88&t=55643
by aubergine18
Fri Oct 23, 2015 10:10 pm
Forum: Community Members
Topic: Janitors doing laundry...
Replies: 11
Views: 299

Re: Janitors doing laundry...

How many work slots are available for laundry work? If you have different regimes for each security level, and you order their work slots so they don't overlap, you can have prisoners working in the laundry - in shifts - throughout the day. A similar sort of thing happens with shop - if your work sl...
by aubergine18
Fri Oct 23, 2015 10:08 pm
Forum: Community Members
Topic: [Suggestion] Combine Laundry Baskets and related thoughts
Replies: 4
Views: 42

Re: [Suggestion] Combine Laundry Baskets and related thought

Do you have enough laundry rooms for the number of prisoners you have?
by aubergine18
Fri Oct 23, 2015 9:59 pm
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3507

Re: HELP coffee machine

I assume you used NumSlots setting in materials.txt to limit the number of slots the game can use by default? (your script can still use all 8 slots, regardless of NumSlots setting) EDIT: Yes, if you want to be sure that the markers are where you think they are, you must define them, otherwise you'r...
by aubergine18
Fri Oct 23, 2015 9:57 pm
Forum: Modding
Topic: [Mod] AttachToWall Bug or Feature?
Replies: 3
Views: 424

Re: [Mod] AttachToWall Bug or Feature?

Oh, one other thing I forgot to mention which might also be having a major impact on the visual placement against walls... When I was making my CircuitIsolator mod, the cabinets are in a 3x4 sprite. However, the top of the cabinet isn't flush with the top of the 3x4 sprite. This meant that when atta...
by aubergine18
Fri Oct 23, 2015 9:52 pm
Forum: Modding
Topic: [Mod] AttachToWall Bug or Feature?
Replies: 3
Views: 424

Re: [Mod] AttachToWall Bug or Feature?

There are at least two design flaws at play here... First part of the problem is the way objects work out what walls they are adjacent to. In scripting there is .Walls property that gives insight in to how it works. There are x and y values, that work much the same way as orientation.x and orientati...
by aubergine18
Fri Oct 23, 2015 9:26 pm
Forum: Modding
Topic: [Tutorial] Marker Position
Replies: 5
Views: 1084

Re: [Tutorial] Marker Position

Cool, thanks :)

Would you be able to do similar images but instead of markers overlay the sprite names?

Also, what software did you use to run that script?
by aubergine18
Fri Oct 23, 2015 9:21 pm
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3507

Re: HELP coffee machine

It doesn't matter where it's spawned. When you add something to a slot, it's x,y is moved to the position of the slot (which is defined by the marker). Unless the marker is at 0,0 (offset from x,y) then the thing in the slot will not be at the same position as whatever it is that the slot is part of...
by aubergine18
Fri Oct 23, 2015 9:13 pm
Forum: Modding
Topic: [Tutorial] Marker Position
Replies: 5
Views: 1084

Re: [Tutorial] Marker Position

Fantastic work!! Can I use that in the guide I'm making on github? Specifically at bottom of this page: https://github.com/aubergine10/Prison-Architect-API/wiki/objects.spritebank EDIT: Oh wow, Equipment can have markers to define where it should be held! Superb find!! EDIT #2: BTW, I think there ar...
by aubergine18
Fri Oct 23, 2015 9:09 pm
Forum: Modding
Topic: RenderPostOffset
Replies: 6
Views: 608

Re: RenderPostOffset

Well, the offset number is choosing the depth of whatever the second sprite is. What I was meaning is that if you use RenderPreOffset that means 'take the sprite index directly before the index of the sprite referenced in materials.txt' and RenderPostOffset is similar but taking the sprite index aft...
by aubergine18
Fri Oct 23, 2015 9:04 pm
Forum: Modding
Topic: Making a scripted entity free
Replies: 6
Views: 592

Re: Making a scripted entity free

MaxStackSize is a good example of -1 and 0 being same; all Vehicle objects have a MaxStackSize of -1, even though MaxStackSize defaults to 0. Very odd stuff.
by aubergine18
Fri Oct 23, 2015 8:24 pm
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3507

Re: HELP coffee machine

By material do you mean a BEGIN Object definition with Properties Material, or a BEGIN Material definition? If the latter, Materials are invisible to GetNearbyObjects() (you have to use GetMaterial() instead). Also, depending on where the slot marker is in relation to the origin of the x,y of the dr...
by aubergine18
Fri Oct 23, 2015 8:20 pm
Forum: Modding
Topic: RenderPostOffset
Replies: 6
Views: 608

Re: RenderPostOffset

Hrm, look at the sprite numbering... Pre offset takes "[i sprite-1]", Post offset takes "[i sprite+1]"... that's how they do it I believe...
by aubergine18
Fri Oct 23, 2015 8:09 pm
Forum: Modding
Topic: RenderPostOffset
Replies: 6
Views: 608

Re: RenderPostOffset

From objects.spritebank: RenderPreOffset BEGIN "[i 488]" Name RoadGate x 39 y 4 w 14 h 2 RotateType 0 TopAligned false END BEGIN "[i 489]" Name RoadGatePosts x 39 y 0 w 14 h 4 RotateType 4 TopAligned false END RenderPostOffset BEGIN "[i 87]" Name DogCrate x 36 y 52 w 2 ...

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