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world_setup:building_types_reference

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world_setup:building_types_reference [2020/02/01 09:14] – [Flag Base] mitworld_setup:building_types_reference [2023/07/15 16:33] (current) – [Scripted Building Types] mit
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 This special building type replaces the usual building UI with an 'Enter Pub' button, inside the pub are various sometimes-functional minigames that your players can access.  This special building type replaces the usual building UI with an 'Enter Pub' button, inside the pub are various sometimes-functional minigames that your players can access. 
 ==== School ==== ==== School ====
 +This building type allows the owner to add lessons, from their list of skills they currently possess. In the past, we've often used this as a sysop-only building, not available for players to construct, where you grant yourself skills and add them to the school, so you can control which skills are available in the world. Alternatively, you can  allow players to build schools and add the skills they've learnt elsewhere. \\
 +[[buildings:building_types:school|More detail on setting up Schools can be found here]]
 ==== Fixed School ==== ==== Fixed School ====
  
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 ==== Automated Turret ==== ==== Automated Turret ====
  
 +Special building type that implements a basic automated turret, that will fire at appropriate players when they get near to it.
 +
 +[[buildings:building_types:autoturret|More details here]]
 ==== Starport ==== ==== Starport ====
  
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 ==== Pickup ==== ==== Pickup ====
  
-Pickup 'buildings' can be used for implementing a static bonus/pickup collection system. When the user collides with the 'building' they trigger the pickup system on the server. This first checks to ensure that someone else hasn't just triggered the process, and if all looks ok, triggers the "PickupBuilding" event in script. The script can choose to award items (or whatever) and call 'CancelTransaction' to finalise the process. If 'CancelTransaction' isnt used (or theres no PickupBuilding script defined for this building code) then the server automatically attempts to give the player all the sale items specified in the buildings editor for this building.+Pickup 'buildings' can be used for implementing a static bonus/pickup collection system. When the user collides with the 'building' they trigger the pickup system on the server. This first checks to ensure that someone else hasn't just triggered the process, and if all looks ok, triggers the "PickupBuilding" event in script. The script can choose to award items (or whatever) and call 'CancelTransaction' to finalise the process. If 'CancelTransaction' isnt used (or theres no PickupBuilding script defined for this building code) then the server automatically attempts to give the player a random item from the sale items specified in the buildings editor for this building. (Default behaviour uses the sales Max Storage capacity as the item quantity. i.e If you set the pickup building sales list to have only 'Gold' with a max storage of '50', then every time the pickup is collected, the player would get 50 gold).
  
 In addition, the **Trigger Code** for the building in the building editor is used to control the behaviour of the pickup :\\ In addition, the **Trigger Code** for the building in the building editor is used to control the behaviour of the pickup :\\
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 ===== Scripted Building Types ===== ===== Scripted Building Types =====
  
-Of the scripted building types, the only major distinction is between the 'Scripted-NoWindow' type and everything else. As you'd expect, the 'Scripted-NoWindow' type means that you're expected to script its interaction behaviour AND it does not bring up a 'Building' UI when the user interacts with the building. (This is therefore a useful type for doing little scripted behaviours for things like the tree that gives a coconut example given previously).+Of the scripted building types, the only major distinction is between the 'Scripted-NoWindow' type and everything else. As you'd expect, the 'Scripted-NoWindow' type means that you're expected to script its interaction behaviour AND it does not bring up a 'Building' UI when the user interacts with the building. (This is therefore a useful type for doing little scripted behaviours for things like 'the tree that gives a coconutexample given elsewhere).
  
 Worth noting that all the scripted building types still run the regular production cycles (so will still automatically produce and manufacture items if you've set them up to do so in the Buildings Editor) unless you specifically configure them not to. Worth noting that all the scripted building types still run the regular production cycles (so will still automatically produce and manufacture items if you've set them up to do so in the Buildings Editor) unless you specifically configure them not to.
world_setup/building_types_reference.1580570080.txt.gz · Last modified: 2020/02/01 09:14 by mit

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