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aubergine10 edited this page Oct 22, 2015 · 2 revisions

##Overview

##Modding

The following modding options are available...

###data/materials.txt

The ??? entity is defined in materials.txt.

# Taken from PA v1.0

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###data/scripts/

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##Scripting

We've not yet managed to successfully spawn an operational fireman via script. Here's what we know so far...

When spawned, they will start leaving the map unless tethered to a fire engine (or something acting as a fire engine). To do that, set the .FireEngine on the Fireman to the IDs of some object.

This, basically, is as far as we've got. Despite knowing about a bunch of additional properties (listed below) we've not yet been able to move them away from the object they are tethered to. From what we can tell, the object the fireman is tethered to has to have .ProcessingRoom (set to the IDs of a room) and .State (set to Waiting) properties. These properties don't seem to work on anything other than an actual FireEngine object - and obviously that's not something you want to spawn in the middle of a prison.

That being said... IF you do spawn a FireEngine and set its .State to 4 (equivalent to 'Waiting'), then it will sit patiently on the map and you can link your fireman to it. How to then get the fireman off the engine is yet to be determined.

##Notes

Firemen that are spawned via a callout can be moved around the map:

  • Select them all by clicking the callout button (or select just one of them by left clicking a fireman)
  • Move them to desired location on map with right-click (hold down Shift key to prevent auto-deselection)
  • They will automatically start hosing nearby fires
  • Press h key and move the mouse to where you want them to hose if desired

If the water from the hose touches electrical equipment, and the pool of water reaches the firemen or other entities, there is risk of electrocution. As such, it's always a good idea to have switches and water valves so utilities can be turned off to make it safer for firemen to do their work.

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Scripting:

Prisoners:

  • [Avatar](Avatar (Entity))
  • [Prisoner](Prisoner (Entity))

Guards (staff):

  • [ArmedGuard](ArmedGuard (Entity))
  • [Guard](Guard (Entity))
  • [Dog](Dog (Entity))
  • [DogHandler](DogHandler (Entity))

Workers (staff):

  • [Cook](Cook (Entity))
  • [Doctor](Doctor (Entity))
  • [Gardener](Gardener (Entity))
  • [Janitor](Janitor (Entity))
  • [Workman](Workman (Entity))

Administration (staff):

  • [Accountant](Accountant (Entity))
  • [Chief](Chief (Entity))
  • [Foreman](Foreman (Entity))
  • [Lawyer](Lawyer (Entity))
  • [Psychologist](Psychologist (Entity))
  • [Warden](Warden (Entity))

Call-ins (services):

  • [ArmedGuard](ArmedGuard (Entity))
  • [Fireman](Fireman (Entity))
  • [Paramedic](Paramedic (Entity))
  • [RiotGuard](RiotGuard (Entity))
  • [Soldier](Soldier (Entity))

Parole and Execution (consultants):

  • [AppealsLawyer](AppealsLawyer (Entity))
  • [AppealsMagistrate](AppealsMagistrate (Entity))
  • [ExecutionWitness](ExecutionWitness (Entity))
  • [ParoleLawyer](ParoleLawyer (Entity))
  • [ParoleOfficer](ParoleOfficer (Entity))

Other / Special:

  • [Actor](Actor (Entity))
  • [SpiritualLeader](SpiritualLeader (Entity))
  • [Teacher](Teacher (Entity))
  • [TruckDriver](TruckDriver (Entity))
  • [Visitor](Visitor (Entity))
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