![]() In materials.txt, the "SpriteVariants" property will cause a random SubType to be chosen when an object is created. The SubType of Prisoner entity objects determines the body size of the prisoner. The SubType of a Tree object can be used to determine what type of tree it is. If Frame > #Animation then - #Animation = length of Animation array = 3 wounded – caused by the workshop accident random event, prisoner loses health over time and may die if not treated (Bleeding).withdrawal – caused by critical drug or alcohol needs, prisoner vomits and desperately seeks out the drug/alcohol they are addicted to.virusdeadly – same as above, but symptoms will be fatal if not treated (Sick).virus – caused by random event or proximity to infected prisoners, prisoner turns green and shows symptoms of a disease (Sick).tazed – caused by tazers, prisoner is unable to move for the duration of the effect.surrendered – caused by nearby gunfire from armed guards/soldiers, prisoner raises hands and will not move for the duration of the effect (armed guards never attack surrendered prisoners, soldiers do if the prisoner has been spotted before they surrender).suppressed – caused by armed guards and solitary, unhappy prisoners have less effect on threat level.overdosed – sometimes caused by drug use, prisoner is unconscious and dies when the effect ends if not cured by a doctor, guards will rush the prisoner to an infirmary.high – caused by drug use, prisoner is woozy and can be punished for intoxication.goodfood – caused by eating good quantity/variety meals, decreases threat level (Well Fed).drunk – caused by alcohol use, prisoner stumbles around and can be punished for intoxication.calming – caused by prisoner having completed a Spiritual Guidance reform program, will spread calm to nearby prisoners.angst – caused by prisoners ready for parole not getting a hearing, increases threat level (Angry).Some status effects will affect other prisoners nearby, for example the calming effect can spread from a spiritual prisoner on to other nearby prisoners. This property is applicable to "Prisoner" entity objects and contains a table of status effects (such as suppressed) which are applicable to the prisoner. 0 does not do anything (clears current equipment?). PrisonerUniform (not an actual uniform)Īnything greater then 56 gives None, making the NPC hold their hand out with nothing in it.DogBite (what dogs use instead of fists).Hose (does not turn people into firefighters).tProperty(objectName, "Equipment", 2) gives the entity objectName a baton. Clipboard or Baton).įurther testing is required to see what happens when an entity is carrying multiple items of equipment.Įach piece of equipment has an assigned number.Įg. This property is specific to Entity objects (people such as guards, prisoners, staff, etc) and defines what equipment they are carrying (eg. See also: Triggered property, TriggeredBy property, TriggerTime property TimeIndex = likely the game time at which the Triggered state of the connection last changedįurther investigationis required to try and get access to the Connections property from a script, and also to find a way to list incoming connections.Triggered = a boolean true or false denoting whether the connection is triggered.To.u = the unique index of the external object the connection links to.To.i = the index of the external object the connection links to.It's Size property (#) defines the number of connections.Įach index in the array represents a connection the connection is a table containing the following properties: The value is a table which is used as an array. It lists the outgoing wire connections to devices the object is connected to. This property is specific to Wired objects, particularly devices such as CCTV Monitor, Phone Tap and Door Control. (Scripting) commands are different from console commands, though some console commands have a scripting equivalent.Īvailable commands depend on the current scope type.Note: I've never been able to get access to this property via Lua scripts. scripted effects, which can be used to group commands into re-usable macro.command blocks (the immediate and option sections of events, or similar: effect, creation_effect, gain_effect, success.Please help to improve the wiki by taking part in the discussion of the proposed merger.Ĭommands or effects are used in scripting to alter the target that was selected with scopes and conditions. This article is a candidate to be merged with Effects. ![]()
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