Search found 232 matches
- Sun Aug 21, 2016 3:38 pm
- Forum: Modding
- Topic: Object.GetNearbyObjects() returns objects in a radius
- Replies: 23
- Views: 4615
Re: Object.GetNearbyObjects() returns objects in a radius
For now I've worked around it with this: function FindMySprinklers() MySprinklers={} NumSprinklers=0 ScannedSprinklers = this.GetNearbyObjects('Sprinkler',this.Range*2) Xmin=this.Pos.x-this.Range Xmax=this.Pos.x+this.Range Ymin=this.Pos.y-this.Range Ymax=this.Pos.y+this.Range if next(ScannedSprinkle...
- Sun Aug 21, 2016 1:44 pm
- Forum: Modding
- Topic: Object.GetNearbyObjects() returns objects in a radius
- Replies: 23
- Views: 4615
Re: Object.GetNearbyObjects() returns objects in a radius
But that said if GetNearbyObjects would use a square it would make things only a little bit easier for square rooms but it wouldn't entirely solve your problem either because a square big enough to fully cover a rectangle (or the cellblock in your scenario) would suffer the same problem as trying t...
- Sun Aug 21, 2016 10:05 am
- Forum: Modding
- Topic: Object.GetNearbyObjects() returns objects in a radius
- Replies: 23
- Views: 4615
Re: Object.GetNearbyObjects() returns objects in a radius
Well I already knew that it works in a radius instead of a square or "Manhatten distance"... and I thought this was common knowledge around modders. How? The lua_functions.txt mentions 'the distance to search within', it doesn't say radius (which would be clearer). But I don't know why th...
- Thu Aug 18, 2016 5:55 pm
- Forum: Modding
- Topic: Object.GetNearbyObjects() returns objects in a radius
- Replies: 23
- Views: 4615
Object.GetNearbyObjects() returns objects in a radius
I always assumed GetNearbyObjects() would return a square of objects, but it turns out some objects on the edge of that square would not be found unless the range was set higher. I've read posts about GetNearbyObjects() not being reliable, so I tried to figure out why. Therefore I made a little test...
- Tue Aug 16, 2016 4:33 pm
- Forum: Community Members
- Topic: [Suggestion] Allow material/grounds on map border to change
- Replies: 11
- Views: 1524
Re: [Suggestion] Allow material/grounds on map border to cha
Mod has been updated to duplicate single tiles as well. And it can also duplicate in diagonal way for the corners!
- Tue Aug 16, 2016 4:32 pm
- Forum: Community Members
- Topic: BUG: Work/Lock-up Prisoners having fun in Common Room
- Replies: 1
- Views: 392
Re: BUG: Work/Lock-up Prisoners having fun in Common Room
Sounds like it's related to http://bugs.introversion.co.uk/view.php?id=11105 which has been solved for next update.
- Tue Aug 16, 2016 9:33 am
- Forum: Modding
- Topic: Tooltips, multi language support, and lua
- Replies: 5
- Views: 1537
Re: Tooltips, multi language support, and lua
That makes sense. And keeps the tooltip from getting a mess as well :p
- Mon Aug 15, 2016 11:03 pm
- Forum: Modding
- Topic: Modifying Needs Error -- Help Needed
- Replies: 5
- Views: 1768
Re: Modifying Needs Error -- Help Needed
We do "funky" stuff with metatables in Lua for access our variables. Can you give me an example of the loop you're using so I can reproduce the problem locally and get a fix? "Funky stuff indeed" :lol: Another example, there is this Needs.Action thingy in de savedgame with sever...
- Mon Aug 15, 2016 4:50 pm
- Forum: Modding
- Topic: Tooltips, multi language support, and lua
- Replies: 5
- Views: 1537
Re: Tooltips, multi language support, and lua
So then the final example line Object.SetProperty(this,"Tooltip", "Used by Utility Booth nr. "..this.HomeUID.."\n\nFIRE DETECTED!\nSending "..entity.Category.." "..entity.Type.." at "..string.sub(tostring(_),0,4).."m\nto the Evacuation Area"...
- Mon Aug 15, 2016 4:18 pm
- Forum: Modding
- Topic: Tooltips, multi language support, and lua
- Replies: 5
- Views: 1537
Re: Tooltips, multi language support, and lua
Thank god, I thought I was going completely nuts for not being able to get it to work. Thanks a lot, looks like that code will do just what's needed!
- Sat Aug 13, 2016 4:47 pm
- Forum: Community Members
- Topic: Lovely bug with Guard Towers
- Replies: 4
- Views: 868
Re: Lovely bug with Guard Towers
SCreen shots or it didn't happen 
- Sat Aug 13, 2016 4:45 pm
- Forum: Community Members
- Topic: [Suggestion] Allow material/grounds on map border to change
- Replies: 11
- Views: 1524
Re: [Suggestion] Allow material/grounds on map border to cha
yuk wrote:Why not allow the placement but have them auto build?
Allowing it is hard coded into the game, the only way around is to cheat by spawning the stuff with a script.
- Fri Aug 12, 2016 7:30 pm
- Forum: Modding
- Topic: Tooltips, multi language support, and lua
- Replies: 5
- Views: 1537
Tooltips, multi language support, and lua
I'm having a hard time figuring out how to get multi language support into tooltips when the tooltips also have some variables... This works fine: in base-language.txt tooltip_mine This is my tooltip in the .lua script: Object.SetProperty(this,"Tooltip","tooltip_mine") However, w...
- Fri Aug 12, 2016 4:48 pm
- Forum: Community Members
- Topic: [Suggestion] Allow material/grounds on map border to change
- Replies: 11
- Views: 1524
Re: [Suggestion] Allow material/grounds on map border to cha
Something like this perhaps? https://steamcommunity.com/sharedfiles/filedetails/?id=740737747 Close, but not quite. I want border tiles to be directly editable...though naturally with any obstructing options like walls and whatnot forbidden. Well it won't give the possibility of editing every singl...
- Tue Aug 09, 2016 9:13 pm
- Forum: Community Members
- Topic: [Suggestion] Allow material/grounds on map border to change
- Replies: 11
- Views: 1524
Re: [Suggestion] Allow material/grounds on map border to cha
Something like this perhaps?
https://steamcommunity.com/sharedfiles/ ... =740737747
https://steamcommunity.com/sharedfiles/ ... =740737747
