Search found 1825 matches

by elDiablo
Tue Feb 17, 2015 4:09 pm
Forum: Modding
Topic: A small question about getting lua libraries and such
Replies: 7
Views: 1072

Re: A small question about getting lua libraries and such

The reason we did this is because we could see situations where malicious mods could be distributed to a large number of people. The game would then run the mod, and bad things could happen. We chose to be cautious and disable everything, rather than guess what would be needed and allow some things ...
by elDiablo
Thu Feb 05, 2015 10:38 am
Forum: Modding
Topic: Object not spawning
Replies: 16
Views: 1194

Re: Object not spawning

As seronis said, you're end statements aren't matched up. This is hard to see in your code due to the indentation levels not matching up. One problem I see straight away is you have 3 if statements following each other, and then only 1 end statement. if count > 10.0 then if currentStock > 0.0 then i...
by elDiablo
Thu Jan 08, 2015 8:46 am
Forum: Modding
Topic: (Table expected, got number)
Replies: 6
Views: 455

Re: (Table expected, got number)

Without seeing any context to the currentStock and allBottles code, we can't really help you. The lua_function_list.txt says the following for the return type of Object.GetProperty() Returns: The value of the property on the named object, or nil I'm guessing that currentStock is a value you are assi...
by elDiablo
Tue Jan 06, 2015 9:49 am
Forum: Modding
Topic: Water need HELP
Replies: 11
Views: 716

Re: Water need HELP

The AutoOrder is the name of a flag you can give an object in the materials.txt. An example is shown in the Vegetable Garden Mod that Gary made. The VegetableSeeds object AutoOrders some Compost as well.
by elDiablo
Mon Jan 05, 2015 8:04 am
Forum: Modding
Topic: Water need HELP
Replies: 11
Views: 716

Re: Water need HELP

Without seeing any code from your mod, it's hard to tell. That sai the mod system is still in heavy development and can't access a lot of the game logic. The game code itself imports ingredients for use in the kitchen. The Vegetable Patch mod shows that the ingredients just get put in stacks and use...
by elDiablo
Sun Dec 28, 2014 8:39 pm
Forum: Modding
Topic: What is the scope enforcement on lua files in PA?
Replies: 8
Views: 1023

Re: What is the scope enforcement on lua files in PA?

At the moment, each scripted object has it's own lua state, which parses the lua script file of the scripted object. And nothing else. We've disabled a lot of the core libraries in order to avoid malicious mods being downloaded to people's systems. We're currently taking a very zealous approach. If ...
by elDiablo
Wed Dec 24, 2014 8:07 pm
Forum: Modding
Topic: How do I get mods for a non-steam version of PA?
Replies: 8
Views: 33499

Re: How do I get mods for a non-steam version of PA?

A fun way is to subscribe to the mods you want, launch the Steam version, let it download and unpack everything for you, close it, and then launch the non-Steam version.
by elDiablo
Tue Dec 16, 2014 3:26 pm
Forum: Modding
Topic: [Help]Using Lua for mods
Replies: 5
Views: 1026

Re: [Help]Using Lua for mods

The Object.Sound() function works with a sound object name and a sound event name, both of which are defined in your sounds.txt file. For example Object.Sound( "Bed", "Place" ) will play the bed placement sound. There isn't much (though there is some) documentation on the modding...
by elDiablo
Mon Dec 15, 2014 1:23 pm
Forum: Modding
Topic: [Help]Using Lua for mods
Replies: 5
Views: 1026

Re: [Help]Using Lua for mods

To do what you're asking with the guards, you merely need to do the following: ⋅ Use Object.GetNearbyObjects() to find all nearby prisoners in a certain radius. ⋅ Go over the returned list of prisoners and determine if you want to damage them (such as using the guard's orientatio...
by elDiablo
Mon Dec 08, 2014 1:58 pm
Forum: Modding
Topic: [MOD DISCONTINUED] The PA Mods Compilation
Replies: 20
Views: 3392

Re: The PA Mods Compilation

Why not just make a collection of all the mods? That way, people can still subscribe to a single item, but everything gets updated whenever the original author makes a change.
by elDiablo
Thu Dec 04, 2014 5:44 pm
Forum: Modding
Topic: {Help} Mod not showing up in mods list
Replies: 6
Views: 1745

Re: {Help} Mod not showing up in mods list

JASPer.Gamer.9.0 wrote:That wouldn't change anything. "Safe Mode" just disables enabling mods, not seeing mods.


Safe mode completely disables the mod system. Mods aren't even enumerated by the game in safe mode, so they won't show up in the list.
by elDiablo
Thu Nov 27, 2014 9:19 pm
Forum: Modding
Topic: Object.Leave the map
Replies: 5
Views: 722

Re: Object.Leave the map

In Lua, just writing Pos.x will make it think that you are trying to access a value for a key called "x" in the "Pos" table. Your code should look something like if Object.GetProperty( objectName, "Pos.x" ) == x then Object.Delete( objectName ) end Where objectName is &...
by elDiablo
Thu Nov 20, 2014 2:59 pm
Forum: Modding
Topic: question for sensors
Replies: 4
Views: 820

Re: question for sensors

As you said, it would work in the same way as the misconduct sensor. You'd use the GetNearbyObjects function to find any close by "Fire" objects, then, if you found any, find all close by prisoners, and then tell them to NavigateTo somewhere safe. For the doors, again, find all nearby door...
by elDiablo
Wed Nov 12, 2014 9:11 am
Forum: Modding
Topic: [Tutorial] sprites.png sizing
Replies: 21
Views: 17889

Re: [Tutorial] sprites.png sizing

Ah, I understand now. Yes, good point.
by elDiablo
Tue Nov 11, 2014 8:50 am
Forum: Modding
Topic: [Tutorial] sprites.png sizing
Replies: 21
Views: 17889

Re: [Tutorial] sprites.png sizing

This is an excellent and informative post. I would say don't worry about keeping them square. In your third example you show a sprite.png that is 512x256. If the mod doesn't need to use the extra space, then making it square would double the size of the sprite and waste space. The packing algorithm ...

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