Anyone know how i can Check if someone has a BP "started" in their factory? i basically want to do this: Pseudocode: if(BPStarted = True) { do something } else { so something else }
In the PlayerInfo event you get the bpInFactory and those that are in finished (producedPrefabs). Its just the names of the BP, so if there is a name in, they started a BP. You also get the bpRemainingTime.
Q: does CmdId.Request_Player_List work? A: Yes Code: GameAPI.Game_Request(CmdId.Request_Player_List, (ushort)CmdId.Request_Player_List, null ); You get an event response, use it like so Code: IdList PlayerIDs = (IdList)data; Edit: Found my error, corrected my post
How can I get information that the structure has been removed from the server? How to find out the reason for the deletion? decored, wiped, deleted?
You can use the Event_Statistics 'StructDestroyed = 4,// int1: structure id, int2: type (0=wipe, 1=decay) Another way is to keep all structures in memory and compare them to what you get from the game.
How can i display a message if a player enters an area (co-ordinate parameters) that will tell the player you have now entered, lets say, the trading area and its a no fire zone
You can check his coordinates every x seconds and set for yourself a coordinate range that you say is a trading zone. Then you send him a message.
How to learn the structure's ownership of a player or NPC, how to find out the name of the creator? this information is in dat files, but it can not be obtained through api? It would be nice if you expand the amount of data in GlobalStructureInfo byte core (0 - no, 1 - the core of the player, 2 - admin core, 3 - alien core, 4 - admin alien core) and PlayerInfoSet byte origin (player origin) int permission (permission)
Hey, Thats all available over the API. You have the factionGroup Faction = 0 Privat = 1 Alien = 2 Public = 10 None = 12 Decored = 255 and factionId which gives you the Id of the player or faction. The Creator is also easy if you just remember the owner the first time the structure was read. I'll add that to the list. thanks
I just do not like the standard mechanism for removing structures when the player is inactive. And the cases with the loss of the building immediately after the removal of the core, generally got it, I already thought of it and started to do it, but I stumbled into the fact that I can not distinguish POE from the player) keep the table of all POE IDs - which is not very good)
Why dont you turn it off (not API related topic btw) This will be adressed in an update (also not API related) not sure what you mean. The data the API gives is very clear about the owner.
I mean that the structures initially belong to POI alien, then they can capture the player or destroy the core. And these structure should not be destroyed. They need to update. If the structure selected refresh, then there can only destroy the core, but still need to exclude from deletion. I need to determine a player created building or it was installed originally as a POI.
You really need the TeleportToStructure command (int entid, int structid, string nameofdevice = "") where nameofdevice is the device name of the selected structure this command must teleport the player with the selected id to the structure with the specified id to the device with the given name. For example in a clone chamber or medical capsule.
if there are several devices, even selects the first, as is now happening in the teleport or when it appears in the medical station
Q: From a brief scan, it looks like the API is designed to support server-side mods. Is this correct? Q: If that is correct, is there current or planned support for client-side mods?
A few places spring to mind: adjusting game behaviour away from norm -- for example, closing a dialog (constructor or cargo box inventory) when an attack is detected adding a tool to help guide the player in making choices -- for example, what components in the inventory will best fulfil the factory's requirements? Which ones even offer the correct resources? augmenting available on-screen information to cope with player deficiencies -- for example, putting a dark grey box behind white-on-white text in the mini map or dark red-on-black in space, changing colours or providing a different cue to help with colour blindness tracking time-limited messages (gathered, xp, whatever) for later review