Search found 3014 matches

by Lobby
Sun Feb 17, 2019 14:15
Forum: Tutorials and Documentation
Topic: [593] External translations
Replies: 0
Views: 43

[593] External translations

An easy way to provide translations for your plugins is given by inline translations . However, these can be hard to maintain if you want to collaborate on translations for larger projects. So the idea here is to separate translations into separate files that contain nothing else than translations. ...
by Lobby
Sun Feb 17, 2019 13:18
Forum: Problems and Errors (bugs)
Topic: Can't upload to screenshot gallery
Replies: 6
Views: 72

Re: Can't upload to screenshot gallery

Thanks to some investigation by MONTEMARINO we know that the issue is related to special characters in the city name (;:,.#+-é...). After some testing I found out that I have to url encode the city name in order to tell it to the server: "Content-Disposition: form-data; name=\"file\"; filename=\"" +...
by Lobby
Sat Feb 16, 2019 22:43
Forum: Problems and Errors (bugs)
Topic: Can't upload to screenshot gallery
Replies: 6
Views: 72

Re: Can't upload to screenshot gallery

Hm... now I decreased the quality a bit, too. Does it happen even if you've zoomed in on your city?
by Lobby
Sat Feb 16, 2019 21:36
Forum: Problems and Errors (bugs)
Topic: Can't upload to screenshot gallery
Replies: 6
Views: 72

Re: Can't upload to screenshot gallery

I recently improved the upload quality of screenshots. In my testing there weren't any issues, but maybe your screenshots exceed the maximum file size for image uploads. Please try it again as it should now support up to 20 MB per image :lol:
by Lobby
Sat Feb 16, 2019 19:39
Forum: Screenshots
Topic: Montbellevue
Replies: 8
Views: 228

Re: Montbellevue

It's huge, and all of these details :bc
by Lobby
Fri Feb 15, 2019 14:16
Forum: Fun attribute
Topic: Condition Index
Replies: 29
Views: 2935

Re: Condition Index

So rnd picks a number from 0-9, min and max means a range of numbers it can choose. would i put action, then type:frame, and frame:x? Is this correct? No, it picks a number from 0 to (frame-1), so you'd have to change at least the value of frame: "condition": { "type": "rnd", "min": 0, "max": 3, "f...
by Lobby
Fri Feb 15, 2019 14:03
Forum: Tutorials and Documentation
Topic: Scale
Replies: 4
Views: 122

Re: Scale

Thank you for the explanation :bc

So by scale you reference to the considered real-life height of a human.

To put it differently:
\(h_{real}=\frac{p}{3}\cdot s\)

\(p=3\cdot \frac{h_{real}}{s}\)
by Lobby
Sun Feb 10, 2019 23:51
Forum: Suggestions
Topic: Making your own types
Replies: 1
Views: 149

Re: Making your own types

Sorry, I don't get it :bq

If it's about not having to repeat too many things in multiple plugins you might want to have a look at templates.
by Lobby
Sun Feb 10, 2019 17:12
Forum: Fun attribute
Topic: Condition Index
Replies: 29
Views: 2935

Re: Condition Index

The result of the condition will only be true if min <= x <= max is fulfilled. x will be a randomly picked integer between 0 and frame exclusively (namely 0, 1, 2, ..., frame - 1). Yes, you set frames by something like {"type":"frame","frame":0} However that's for building animations, only. For anim...
by Lobby
Sun Feb 10, 2019 17:02
Forum: Problems and Errors (bugs)
Topic: I cant get the game open
Replies: 2
Views: 151

Re: I cant get the game open

Have you tried to restart the game? That should help at least for freezes.
by Lobby
Sun Feb 10, 2019 1:08
Forum: Fun attribute
Topic: Functionality using fun
Replies: 22
Views: 2273

Re: Functionality using fun

You could have two animations added to your space pad: One for the successful launch and one that contains the crash. Via fun you would pause stop both animations on frame 0 (in which they contain an empty frame). Prior to starting the rocket you would randomly decide which animation to run using th...
by Lobby
Sat Feb 09, 2019 20:11
Forum: Fun attribute
Topic: Animation control
Replies: 4
Views: 365

Re: Animation control

Yes, that's what it's for.
by Lobby
Sat Feb 09, 2019 19:45
Forum: Plug-In Discussion
Topic: Ideas for plugins
Replies: 483
Views: 32722

Re: Ideas for plugins

You can see their ids by selecting them in the toolbar. Namely:
$comlittleoffice00
$res87

To steal frames just use something like:

Code: Select all

"frames":[{"steal":"$comlittleoffice00"}]
:teach
by Lobby
Wed Feb 06, 2019 21:44
Forum: Plug-In Discussion
Topic: Road Deco Military Vehicles
Replies: 11
Views: 245

Re: Road Deco Military Vehicles

:bc

Since you provide separate images for your frames there's no need to use the "x" and "w" attributes. They are only useful if you want to load multiple frames from a single image (and are used to specify these frames then; without specification the whole image is used as a frame).
by Lobby
Wed Feb 06, 2019 20:32
Forum: Tips and Tricks
Topic: How to find plugin store or other downloaded RCI plugins
Replies: 2
Views: 258

Re: How to find plugin store or other downloaded RCI plugins

You'll also find them in the plugins category :teach
by Lobby
Wed Feb 06, 2019 14:48
Forum: Suggestions
Topic: "skip x" and "skip y" attributes for rect action/condition
Replies: 5
Views: 306

Re: "skip x" and "skip y" attributes for rect action/condition

I agree, this could have been a useful feature, but there are a lot of potential features like this one and it's hard to add each one of them manually. Therefore I would recommend to use :lua: nowadays. This might look like local function buildRect(draft, x, y, width, height, stepx, stepy) stepx = s...
by Lobby
Wed Feb 06, 2019 14:11
Forum: Problems
Topic: Lua: How to get the draft id of the Ground?
Replies: 1
Views: 301

Re: Lua: How to get the draft id of the Ground?

Please provide your full code to exclude other issues.

From what I can see you have to use : instead of . in front of getId() since it's a method that will be called on an object. That might look strange but this is how Lua works :lua:

Code: Select all

if (Tile.getGroundDraft(x,y):getId() == "$ground00") then
by Lobby
Wed Feb 06, 2019 13:52
Forum: Plug-In Discussion
Topic: Road Deco Military Vehicles
Replies: 11
Views: 245

Re: Road Deco Military Vehicles

Please provide the json and graphics that you used here, otherwise we have no idea of how to help :teach
by Lobby
Wed Feb 06, 2019 12:59
Forum: Plug-In Discussion
Topic: Road Deco Military Vehicles
Replies: 11
Views: 245

Re: Road Deco Military Vehicles

See here on how to upload images :img
by Lobby
Tue Feb 05, 2019 20:58
Forum: Plug-In Discussion
Topic: Road Deco Military Vehicles
Replies: 11
Views: 245

Re: Road Deco Military Vehicles

You might try to create graphics for it. You'll find some tutorials about how to do graphics in the documentation section. There's also a topic on how to implement cars.
by Lobby
Tue Feb 05, 2019 19:48
Forum: Resources
Topic: Tree graphics
Replies: 11
Views: 1827

Re: Tree graphics

Should? However, you're right :bc
by Lobby
Tue Feb 05, 2019 19:45
Forum: Resources
Topic: JSON
Replies: 46
Views: 4986

Re: JSON

Thank you for the reminder, I updated residential, commercial and industrial jsons :)
by Lobby
Tue Feb 05, 2019 19:15
Forum: Tutorials and Documentation
Topic: Building requirements
Replies: 41
Views: 3935

Re: Building requirements

Feel free to drop a link to it so others may find it more easily.
by Lobby
Tue Feb 05, 2019 19:10
Forum: Tutorials and Documentation
Topic: Plugin inline translations
Replies: 2
Views: 511

Re: Plugin inline translations

I recommend to use UTF8 whenever possible.

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