Search found 231 matches

by aubergine18
Fri Oct 23, 2015 7:56 pm
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3504

Re: HELP coffee machine

regarding the sprite, I know you can't spawn a sprite... what I meant was is that, like SmokeGenerator - which isn't in materials.txt or anywhere other .txt file, there might be some variation of the word 'Alert' that can be used to spawn an object even though that object isn't mentioned in material...
by aubergine18
Fri Oct 23, 2015 5:30 pm
Forum: Modding
Topic: Making a scripted entity free
Replies: 6
Views: 592

Re: Making a scripted entity free

btw, try adding a ConstructionTime setting as that sometimes makes things appear on menus
by aubergine18
Fri Oct 23, 2015 5:24 pm
Forum: Modding
Topic: Making a scripted entity free
Replies: 6
Views: 592

Re: Making a scripted entity free

-1 is often used to represent 'none', hence same problem as 0.

In many menus 0 will work fine (eg. objects, utilities, foundations, materials), but I think staff menu in particular requires 1 or above.
by aubergine18
Fri Oct 23, 2015 2:46 am
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3504

Re: HELP coffee machine

Regarding warning icon, found this in objects.spritebank: BEGIN "[i 3]" Name Alert x 35 y 12 w 2 h 2 RotateType 0 TopAligned false END BEGIN "[i 4]" Name AlertElectrical x 35 y 12 w 2 h 2 RotateType 0 TopAligned false END I've not tested to see if there is an undocumented way to ...
by aubergine18
Fri Oct 23, 2015 12:23 am
Forum: Modding
Topic: what did i do wrong.
Replies: 4
Views: 525

Re: what did i do wrong.

You'd probably want to set all their needs to 0 as well.

Basically, you want the *exact opposite* of this script: https://github.com/Dubpubber/The-Creati ... lAngry.lua
by aubergine18
Fri Oct 23, 2015 12:20 am
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3504

Re: HELP coffee machine

setting .Hidden on any object seems to have no effect in the current api (all of the 1.0 added boolean properties are currently un-settable). it's possible the property is something to do with hidden contraband You'll almost certainly need to define your markers, and ensure that any additional sprit...
by aubergine18
Thu Oct 22, 2015 7:42 pm
Forum: General
Topic: graphics issues
Replies: 4
Views: 421

Re: graphics issues

Don't hold shift key when pressing =
by aubergine18
Thu Oct 22, 2015 7:42 pm
Forum: General
Topic: [IDEA] Assign
Replies: 3
Views: 462

Re: [IDEA] Assign

Assign to what?
by aubergine18
Thu Oct 22, 2015 7:42 pm
Forum: General
Topic: Missing movement control features
Replies: 5
Views: 388

Re: Missing movement control features

You can do that already though? Just go in to security zones and choose security level, then click which rooms are for that security level.
by aubergine18
Thu Oct 22, 2015 7:40 pm
Forum: General
Topic: glitch? stuck with extremely tiny menus
Replies: 5
Views: 415

Re: glitch? stuck with extremely tiny menus

I'm also on Mac and found that if I hold down Shift to get the +, it doesn't work. If I just press = then it does work.
by aubergine18
Thu Oct 22, 2015 7:40 pm
Forum: General
Topic: Power Generators will not stay switched on
Replies: 4
Views: 328

Re: Power Generators will not stay switched on

Remember to add capacitors all the way around the generator; each capacitor = 1 more bar of power.
by aubergine18
Thu Oct 22, 2015 7:37 pm
Forum: Modding
Topic: HELP coffee machine
Replies: 62
Views: 3504

Re: HELP coffee machine

I assume you've got the correct Marker setup in the Sprite setting? Each slot needs it's own Marker, with the Index (in the Marker) being the Slot number. If your machine has multiple sprites that you're switching between using SubType, then each applicable sprite will need to define the markers. Ch...
by aubergine18
Thu Oct 22, 2015 7:32 pm
Forum: Community Members
Topic: [Suggestion] Child Abuser/Predator
Replies: 5
Views: 77

Re: [Suggestion] Child Abuser/Predator

There is a .SnitchTimer property on prisoners that might facilitate making people targets.

As for ex-military (death cult) prisoners they tend to always be on the lookout for danger and perceive everyone as potential threat. It can take a lifetime of therapy to undo militaristic programming.
by aubergine18
Thu Oct 22, 2015 2:43 pm
Forum: Modding
Topic: Experimenting with firemen
Replies: 7
Views: 985

Re: Experimenting with firemen

In terms of sound I ran in to problems modding that - at least from a scripting perspective. Existing sounds can be altered, but I've not yet managed to add a completely new sound.
by aubergine18
Thu Oct 22, 2015 2:18 pm
Forum: Modding
Topic: Experimenting with firemen
Replies: 7
Views: 985

Re: Experimenting with firemen

There's already a guard tower: http://steamcommunity.com/sharedfiles/filedetails/?id=309956523 And spring guns: http://steamcommunity.com/sharedfiles/filedetails/?id=463660982 And armed guards that get tired: http://steamcommunity.com/sharedfiles/filedetails/?id=497223473 While those things could be...

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