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Showing content with the highest reputation on 06/29/2021 in all areas

  1. trigger_segfault

    In-depth Look at the CFG Syntax

    Sounds good! I've actually already gotten an assembly patch working to fix this, though I've only done tests with the Masterpiece executable, (and very few tests at that)... and it's in Python (which I need to port to some more-accessible language). As long as the Improvement Pack's order is "sound1,sound1,sound2,sound2,...", then it shouldn't cause problems whether the user has the patch applied or not. And on an unrelated note... Dependencies So all dependencies have an "AlwaysCheck:" prefix in Lego.cfg, it turns out there actually is another prefix that can be used: "HitOnceStay:" - This is the only prefix the game actually checks for in the Dependencies block. This states that once the requirements are met. The player never needs to meet the requirements again. The only exception is for objects that need a place to teleport in. (i.e. Vehicles cannot be teleported if there's no power/or Power Station) Dependencies { HitOnceStay:Hoverboard Pilot:0,ToolStation:1,TeleportPad:0,PowerStation:0 AlwaysCheck:SmallDigger Pilot:0,ToolStation:1,TeleportPad:0,PowerStation:0 ; any prefix besides "HitOnceStay" can be used in-place of "AlwaysCheck" ; just make sure to include the ':' FooBarBaz12:SmallTruck Pilot:0,ToolStation:1,TeleportPad:0,PowerStation:0 } Example Using the example for HitOnceStay above, this shows that removing the LV1 ToolStation will still allow the Hover Scout to teleport in, while the Small Digger cannot.
    3 points
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