Search found 42 matches
- Thu Jan 08, 2015 6:52 pm
- Forum: Modding
- Topic: Door controls
- Replies: 11
- Views: 1361
Re: Door controls
If you code ALL the bavior yourself then you can do it. This also means your object wont actually be a real 'door' to the game engine so there is no way to make it obey lockdown rules since the state of being in lockdown is not visible to modding
- Wed Dec 31, 2014 7:47 pm
- Forum: Modding
- Topic: Modsystem New Year Wishlist!
- Replies: 3
- Views: 893
Re: Modsystem New Year Wishlist!
Real jails have money accounts for inmates so I completely support that idea. They never hand over the money to a prisoner though. Its just 'on the books' and the money cant be directly traded between inmates. Now i dont want arbitrary limitations like that added to the game if money itself is added...
- Wed Dec 31, 2014 7:44 pm
- Forum: Modding
- Topic: Setting reform program intake to Doctors?
- Replies: 4
- Views: 569
Re: Setting reform program intake to Doctors?
I wasnt able to find a way. I was trying to hire accounts for a money laundering / tax embezling mod. Wanted them to have to take a class to get trained by a lawyer and ended up abandoning it.
Definitely something i see as an oversight in the modding system.
Definitely something i see as an oversight in the modding system.
- Mon Dec 22, 2014 12:56 pm
- Forum: Modding
- Topic: [MOD] Going postal!
- Replies: 11
- Views: 4270
Re: [MOD] Going postal!
If you give more details beyond "its broken" it tends to help a modder update quicker. A good bug report includes a minimum of the following
action taken
expected behavior
observed behavior
action taken
expected behavior
observed behavior
- Wed Dec 17, 2014 4:26 pm
- Forum: Modding
- Topic: [MOD DISCONTINUED] The PA Mods Compilation
- Replies: 20
- Views: 5686
Re: The PA Mods Compilation
Would you really expect anything less from someone making a compilation mod and then also trying to state that "no one else may distribute any combination of these mods in their own compilation" in the mod description? In all honesty I dont believe that mods should be considered eligible f...
- Thu Dec 11, 2014 4:47 am
- Forum: Modding
- Topic: What is the scope enforcement on lua files in PA?
- Replies: 8
- Views: 1567
What is the scope enforcement on lua files in PA?
Will a function name in one script file overwrite the function in another one if they share the same name? Are scripts loaded into the global namespace or into a namespace that is specific to the mod, or are each scripts completely segregated? I noticed that the scripts in the introductory scenario ...
- Wed Dec 10, 2014 2:12 am
- Forum: Modding
- Topic: What is required to get Workmen to actually work?
- Replies: 7
- Views: 1524
Re: What is required to get Workmen to actually work?
Yes i left that line in the file. My only edit was to add the worker key/value pair. Also are you sure you can use worker keys in the processor definition? Not one single default processor does this. I know its listed in the quickstart page but has this been tested as valid syntax or is it just a gu...
- Tue Dec 09, 2014 4:36 am
- Forum: Modding
- Topic: What is required to get Workmen to actually work?
- Replies: 7
- Views: 1524
Re: What is required to get Workmen to actually work?
The object is already a processor. The 'workshopsaw' is a vanilla/default object.
- Mon Dec 08, 2014 4:27 pm
- Forum: Modding
- Topic: Where is list of all known properties for all entity types ?
- Replies: 5
- Views: 1671
Re: Where is list of all known properties for all entity typ
I said above I already looked at the modschema, lua, and two main modding pages and they dont have the information. Guess i have to assume the modding options just arent developed well enough yet. Specifically i see a get time but no set time. I saw methods for setting and retrieving properties but ...
- Mon Dec 08, 2014 5:33 am
- Forum: Modding
- Topic: What is required to get Workmen to actually work?
- Replies: 7
- Views: 1524
What is required to get Workmen to actually work?
I want to have normal workmen be allowed to cut logs on the saw. I looked through materials.txt and found the entry for the saw and updated it as: BEGIN Object Name WorkshopSaw ... stuff ... BEGIN Workers Worker Prisoner Worker Workman END END Oddly enough this is the only entry in materials.txt tha...
- Mon Dec 08, 2014 5:09 am
- Forum: Modding
- Topic: Where is list of all known properties for all entity types ?
- Replies: 5
- Views: 1671
Re: Where is list of all known properties for all entity typ
Already looked there before posting and it doesnt have the info im requesting unless its in a page not linked to from Mod, ModSchema, Help Modding, Getting Started or the Lua sections.
- Sun Dec 07, 2014 5:29 am
- Forum: Modding
- Topic: Where is list of all known properties for all entity types ?
- Replies: 5
- Views: 1671
Where is list of all known properties for all entity types ?
Where is the list of useful modding data. Like every known variable we can access through the lua scripts. Where is the list of all the global variables like game time and cash on hand?