feat: add initial People Playground mod development kit
This commit is contained in:
14
extracted_wiki_content/snippets/activation_action.txt
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14
extracted_wiki_content/snippets/activation_action.txt
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URL: https://wiki.studiominus.nl/snippets/activation.html
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Title: People Playground Modding - Activation action
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==================================================
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Activation action
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This code snippet shows how to execute code when the player activates the object.
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//add a built-in component that invokes a delegate when the item receives an activation signal
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Instance.AddComponent<UseEventTrigger>().Action = () =>
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{
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//everything inside this delegate will be executed
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//show a notification to the player
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ModAPI.Notify("I'VE BEEN USED!");
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};
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48
extracted_wiki_content/snippets/adding_a_firearm.txt
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48
extracted_wiki_content/snippets/adding_a_firearm.txt
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URL: https://wiki.studiominus.nl/snippets/simpleGun.html
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Title: People Playground Modding - Adding a firearm
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==================================================
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Adding a firearm
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This code snippet shows an example on how to add a firearm with custom properties and sprites.
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ModAPI.Register(
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new Modification()
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{
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OriginalItem = ModAPI.FindSpawnable("Pistol"), //item to derive from
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NameOverride = "Mauser C96 -TooManyGuns", //new item name with a suffix to assure it is globally unique
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DescriptionOverride = "World War era pistol developed by the Germans.", //new item description
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CategoryOverride = ModAPI.FindCategory("Firearms"), //new item category
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ThumbnailOverride = ModAPI.LoadSprite("c96view.png"), //new item thumbnail (relative path)
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AfterSpawn = (Instance) => //all code in the AfterSpawn delegate will be executed when the item is spawned
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{
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//setting the sprite
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Instance.GetComponent<SpriteRenderer>().sprite = ModAPI.LoadSprite("C96.png");
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//getting the FirearmBehaviour for later manipulation
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var firearm = Instance.GetComponent<FirearmBehaviour>();
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//creating a custom cartridge for the gun
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Cartridge customCartridge = ModAPI.FindCartridge("9mm"); //load a copy of the 9mm cartridge
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customCartridge.name = "7.63×25mm Mauser"; //set a name
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customCartridge.Damage *= 0.8f; //change the damage however you like
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customCartridge.StartSpeed *= 1.5f; //change the bullet velocity
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customCartridge.PenetrationRandomAngleMultiplier *= 0.5f; //change the accuracy when the bullet travels through an object
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customCartridge.Recoil *= 0.7f; //change the recoil
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customCartridge.ImpactForce *= 0.7f; //change how much the bullet pushes the target
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//set the cartridge to the FirearmBehaviour
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firearm.Cartridge = customCartridge;
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//set the new gun sounds. this is an array of AudioClips that is picked from at random when shot
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firearm.ShotSounds = new AudioClip[]
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{
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ModAPI.LoadSound("c96_1.wav"),
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ModAPI.LoadSound("c96_2.wav"),
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ModAPI.LoadSound("c96_3.wav"),
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};
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// set the collision box to the new sprite shape
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// this is the easiest way to fix your collision shape, but it also the slowest.
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Instance.FixColliders();
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}
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}
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);
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URL: https://wiki.studiominus.nl/snippets/texturePackSystem.html
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Title: People Playground Modding - Basic texture pack system
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==================================================
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Basic texture pack system
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by Talon
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public static void Main()
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{
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ReplaceTextures("Sword");
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}
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public static void ReplaceTextures(string ItemToReplace)
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{
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ModAPI.FindSpawnable(ItemToReplace).Prefab.GetComponent<SpriteRenderer>().sprite = ModAPI.LoadSprite("sprites/" + ItemToReplace + ".png");
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ModAPI.FindSpawnable(ItemToReplace).ViewSprite = ModAPI.LoadSprite("sprites/" + ItemToReplace + "Thumb.png");
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}
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17
extracted_wiki_content/snippets/cartridges.txt
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17
extracted_wiki_content/snippets/cartridges.txt
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URL: https://wiki.studiominus.nl/snippets/cartridges.html
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Title: People Playground Modding - Cartridges
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==================================================
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Cartridges
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This is a list of all names that FindCartridge can understand.
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120 mm
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30 mm
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30-06
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38 Special
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5.56x45mm
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50 AE
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50 BMG
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7.62x39mm
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7.62x51mm
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7.62×25mm
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9mm
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URL: https://wiki.studiominus.nl/snippets/changeEnvironmentSettings.html
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Title: People Playground Modding - Change environment settings
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==================================================
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Change environment settings
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This snippet shows you how to manipulate the environment settings.
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//clone settings because its safer this way or whatever the hell, I don't remember
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var set = MapConfig.Instance.Settings.ShallowClone();
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//do whatever
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//set.Floodlights = false;
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//set.Rain = true;
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//set.Snow = false;
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//set.Fog = true;
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//etc.
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//apply settings
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MapConfig.Instance.ApplySettings(set);
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37
extracted_wiki_content/snippets/create_an_explosion.txt
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37
extracted_wiki_content/snippets/create_an_explosion.txt
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URL: https://wiki.studiominus.nl/snippets/createExplosion.html
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Title: People Playground Modding - Create an explosion
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==================================================
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Create an explosion
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This code snippet shows an example of how to create explosions.
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//The most basic explosion function. Give a position and a strength and the rest is assumed from these values.
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ExplosionCreator.Explode(transform.position, 2);
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// -- OR --
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//Call the full explosion function for more control
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ExplosionCreator.Explode(new ExplosionCreator.ExplosionParameters
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{
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//Explosion center
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Position = transform.position,
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//Should particles be created and sound played?
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CreateParticlesAndSound = true,
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//Should the particles, if created, be that of a large explosion?
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LargeExplosionParticles = false,
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//The chance that limbs are torn off (0 - 1, 1 meaning all limbs and 0 meaning none)
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DismemberChance = 0.1f,
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//The amount of force for each "fragment" of the explosion. 8 is a pretty powerful explosion. 2 is a regular explosion.
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FragmentForce = 8,
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//The amount of rays cast to simulate fragments. More rays is more lag but higher precision
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FragmentationRayCount = 32,
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//The ultimate range of the explosion
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Range = 10
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});
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URL: https://wiki.studiominus.nl/snippets/backgroundScriptCreation.html
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Title: People Playground Modding - Creating a background script
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==================================================
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Creating a background script
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This code snippet shows how to create a background script.
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using UnityEngine;
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namespace Mod
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{
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public class Mod
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{
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public static void Main()
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{
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//tell the game that a component of this type should be created in the background
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ModAPI.Register<CoolBackgroundScriptTime>();
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}
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}
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//define a behaviour that will run in the background
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//it will be attached to an otherwise empty gameobject floating in the scene, created when the catalog is first populated
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public class CoolBackgroundScriptTime : MonoBehaviour
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{
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//treat it like any other component
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void Update()
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{
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if (Input.GetKey(KeyCode.P))
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ModAPI.Notify("gamer is holding the P key");
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}
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}
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}
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20
extracted_wiki_content/snippets/creating_a_light.txt
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20
extracted_wiki_content/snippets/creating_a_light.txt
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URL: https://wiki.studiominus.nl/snippets/createLight.html
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Title: People Playground Modding - Creating a light
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==================================================
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Creating a light
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This code snippet shows how to create a light that interacts with the lighting system.
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//creating a light object with myself as a parent, a red colour, a radius of 5 units, and a brightness of 1 (default)
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var glow = ModAPI.CreateLight(transform, Color.red, 5, 1);
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//change the colour to whatever the hell
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glow.Color = Color.yellow;
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//blind the player
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glow.Brightness = 1500;
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//devour the world
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glow.Radius = 1000;
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//it's a component of a new child GameObject so you can set its local position
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glow.transform.localPosition = new Vector3(0,0,0);
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40
extracted_wiki_content/snippets/custom_human_sprite.txt
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40
extracted_wiki_content/snippets/custom_human_sprite.txt
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URL: https://wiki.studiominus.nl/snippets/customHuman.html
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Title: People Playground Modding - Custom human sprite
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==================================================
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Custom human sprite
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This code snippet shows how to create a human with custom sprites. This also works on Gorses and Androids. Very useful if you want to create a mind-numbingly boring mod.
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// register item to the mod registry
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ModAPI.Register(
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new Modification()
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{
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OriginalItem = ModAPI.FindSpawnable("Human"), //item to derive from
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NameOverride = "Human but blue -BH", //new item name with a suffix to assure it is globally unique
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DescriptionOverride = "From avatar!!!! (the one with the blue people).", //new item description
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CategoryOverride = ModAPI.FindCategory("Entities"), //new item category
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ThumbnailOverride = ModAPI.LoadSprite("blueMan.png"), //new item thumbnail (relative path)
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AfterSpawn = (Instance) => //all code in the AfterSpawn delegate will be executed when the item is spawned
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{
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//load textures for each layer (see Human textures folder in this repository)
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var skin = ModAPI.LoadTexture("blueSkin.png");
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var flesh = ModAPI.LoadTexture("blueFlesh.png");
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var bone = ModAPI.LoadTexture("blueBone.png");
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//get person
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var person = Instance.GetComponent<PersonBehaviour>();
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//use the helper function to set each texture
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//parameters are as follows:
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// skin texture, flesh texture, bone texture, sprite scale
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//you can pass "null" to fall back to the original texture
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person.SetBodyTextures(skin, flesh, bone, 1);
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//change procedural damage colours if they interfere with your texture (rgb 0-255)
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person.SetBruiseColor(86, 62, 130); //main bruise colour. purple-ish by default
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person.SetSecondBruiseColor(154, 0, 7); //second bruise colour. red by default
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person.SetThirdBruiseColor(207, 206, 120); // third bruise colour. light yellow by default
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person.SetRottenColour(202, 199, 104); // rotten/zombie colour. light yellow/green by default
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person.SetBloodColour(108, 0, 4); // blood colour. dark red by default. note that this does not change decal nor particle effect colours. it only affects the procedural blood color which may or may not be rendered
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}
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}
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);
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41
extracted_wiki_content/snippets/debug_drawing.txt
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41
extracted_wiki_content/snippets/debug_drawing.txt
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URL: https://wiki.studiominus.nl/snippets/debug.html
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Title: People Playground Modding - Debug drawing
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==================================================
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Debug drawing
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This code snippet shows how to draw lines and shapes for debugging purposes. Do not use this code in a released mod. It is meant for debugging only and will cause performance issues.
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public class SuperCoolBehaviour : MonoBehaviour
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{
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private void Awake()
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{
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//create polygon collider for demonstration purposes
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var poly = gameObject.AddComponent<PolygonCollider2D>();
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poly.SetPath(0, new[]{
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new Vector2(0,0),
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new Vector2(5,0),
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new Vector2(0,5),
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});
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}
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//you should generally draw debug primitives in OnWillRenderObject
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private void OnWillRenderObject()
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{
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//NEVER USE ModAPI.Draw IN YOUR RELEASED MOD
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//THEY ARE SLOW AND NOT MEANT FOR ANYTHING OTHER THAN DEBUGGING
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//draw line from this GameObject to some place else
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ModAPI.Draw.Line(transform.position, new Vector3(76, 43));
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//draw rectangle here and with width 4, height 2
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ModAPI.Draw.Rect(transform.position, new Vector3(4,2));
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//draw a cool circle with a radius of 8 at the transform position
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ModAPI.Draw.Circle(transform.position, 8);
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//draw the effective shapes of all colliders attached to this object
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foreach (var item in GetComponents<Collider2D>())
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{
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ModAPI.Draw.Collider(item);
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}
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}
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}
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@@ -0,0 +1,9 @@
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URL: https://wiki.studiominus.nl/snippets/editingExistingItems.html
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Title: People Playground Modding - Editing pre-existing items
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==================================================
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Editing pre-existing items
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by Talon
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A decently underutilized function of the modding API is the ability to change items that already exist.
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ModAPI.FindSpawnable("Sword").Description = "This sword SUCKS!!!";
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ModAPI.FindSpawnable("Sword").Prefab.GetComponent<SpriteRenderer>().color = Color.red;
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18
extracted_wiki_content/snippets/empty_entry_point.txt
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18
extracted_wiki_content/snippets/empty_entry_point.txt
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URL: https://wiki.studiominus.nl/snippets/entrypoint.html
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Title: People Playground Modding - Empty entry point
|
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==================================================
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Empty entry point
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This code snippet is an entry point template.
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using UnityEngine;
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namespace Mod
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{
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public class Mod
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{
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public static void Main()
|
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{
|
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|
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}
|
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}
|
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}
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40
extracted_wiki_content/snippets/listen_for_events.txt
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40
extracted_wiki_content/snippets/listen_for_events.txt
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URL: https://wiki.studiominus.nl/snippets/eventListening.html
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Title: People Playground Modding - Listen for events
|
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==================================================
|
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|
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Listen for events
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This code snippet shows how to listen for, and respond to, events provided by the modding API.
|
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using UnityEngine;
|
||||
|
||||
namespace Mod
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{
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public class Mod
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{
|
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public static void Main()
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{
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// listen for the event that is fired when wires are created
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ModAPI.OnWireCreated += (sender, wire) => {
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// check if it is a spring cable
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if (wire is SpringCableBehaviour)
|
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{
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// make it red
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wire.SetColor(Color.red);
|
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// make it thinner
|
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wire.SetThickness(0.05f);
|
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}
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||||
};
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|
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// listen for the event that is fired when something is killed
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ModAPI.OnDeath += (sender, being) => {
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//notify player of their action
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ModAPI.Notify("this is really immoral");
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};
|
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|
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// listen for gunshot event
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ModAPI.OnGunShot += (sender, gun) => {
|
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//notify player what round the gun uses
|
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ModAPI.Notify(gun.Cartridge.name);
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
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47
extracted_wiki_content/snippets/map_ids.txt
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47
extracted_wiki_content/snippets/map_ids.txt
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||||
URL: https://wiki.studiominus.nl/snippets/mapId.html
|
||||
Title: People Playground Modding - Map IDs
|
||||
==================================================
|
||||
|
||||
Map IDs
|
||||
The UniqueIdentity of each map. See Map for more info.
|
||||
Abyss
|
||||
cce24b21-779f-44e4-a4f5-9cc5c3fc6b18
|
||||
|
||||
Blocks
|
||||
b77a3f22-10da-4ef5-9dce-0413f15e15c1
|
||||
|
||||
Default
|
||||
fb813068-e717-45de-a97f-4677a41758e6
|
||||
|
||||
Humongous
|
||||
8a2f165e-d4e9-4e6c-b20c-8ffa660c10c8
|
||||
|
||||
Hybrid
|
||||
1f444372-71ce-4862-a02e-708d82eb9dc0
|
||||
|
||||
Lava
|
||||
498b4aad-0ccc-4167-aee2-324a28cd57ae
|
||||
|
||||
Sea
|
||||
35a41d94-8bc7-47a2-93de-3a297955e97c
|
||||
|
||||
Slanted
|
||||
75c18cc2-5e0d-4e3c-b966-c852cdd1bb8b
|
||||
|
||||
Small
|
||||
544cf3d4-018d-4dd1-b442-b3845e07f1a3
|
||||
|
||||
Snow
|
||||
3924fb95-dc1d-43e9-b8b1-b161b91c1f9b
|
||||
|
||||
Substructure
|
||||
004cb5da-0d40-4fc7-aba2-d86a9659c724
|
||||
|
||||
Tiny
|
||||
5b8c90b2-59fb-4fc7-9915-229cbc04ef0d
|
||||
|
||||
Tower
|
||||
5bb837ca-bbf1-4b64-a39d-33b0ab684e1d
|
||||
|
||||
Void
|
||||
265b1c13-c372-4ea4-8448-09731f0b0985
|
||||
8
extracted_wiki_content/snippets/materials.txt
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8
extracted_wiki_content/snippets/materials.txt
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||||
URL: https://wiki.studiominus.nl/snippets/materials.html
|
||||
Title: People Playground Modding - Materials
|
||||
==================================================
|
||||
|
||||
Materials
|
||||
This is a list of all names that FindMaterial can understand.
|
||||
Sprites-Default
|
||||
VeryBright
|
||||
26
extracted_wiki_content/snippets/particle_effects.txt
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26
extracted_wiki_content/snippets/particle_effects.txt
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|
||||
URL: https://wiki.studiominus.nl/snippets/particles.html
|
||||
Title: People Playground Modding - Particle effects
|
||||
==================================================
|
||||
|
||||
Particle effects
|
||||
This is a list of all names that CreateParticleEffect can understand.
|
||||
BlasterImpact
|
||||
FuseBlown
|
||||
MetalHit
|
||||
Disintegration
|
||||
BlasterImpactHole
|
||||
Spark
|
||||
WoodHit
|
||||
PinkExplosion
|
||||
EnormousExplosion
|
||||
BloodExplosion
|
||||
BigZap
|
||||
BigExplosion
|
||||
HugeZap
|
||||
Ricochet
|
||||
BrokenElectronicsSpark
|
||||
Explosion
|
||||
RedBarrelExplosion
|
||||
Flash
|
||||
IonExplosion
|
||||
Vapor
|
||||
32
extracted_wiki_content/snippets/physical_properties.txt
Normal file
32
extracted_wiki_content/snippets/physical_properties.txt
Normal file
@@ -0,0 +1,32 @@
|
||||
URL: https://wiki.studiominus.nl/snippets/physicalProperties.html
|
||||
Title: People Playground Modding - Physical properties
|
||||
==================================================
|
||||
|
||||
Physical properties
|
||||
This is a list of all names that FindPhysicalProperties can understand.
|
||||
AndroidArmour
|
||||
Bottle
|
||||
Bowling ball
|
||||
Bowling pin
|
||||
Brick
|
||||
Bulletproof
|
||||
Ceramic
|
||||
Concrete
|
||||
Flammable metal
|
||||
Glass
|
||||
Gorse
|
||||
Hollow metal
|
||||
Human
|
||||
Ice
|
||||
Incredible
|
||||
Insulator
|
||||
Metal
|
||||
Plastic
|
||||
Rock
|
||||
Rubber
|
||||
Snow
|
||||
Soap
|
||||
Soft
|
||||
Tempered Glass
|
||||
Weapon
|
||||
Wood
|
||||
14
extracted_wiki_content/snippets/random_sprite_assignment.txt
Normal file
14
extracted_wiki_content/snippets/random_sprite_assignment.txt
Normal file
@@ -0,0 +1,14 @@
|
||||
URL: https://wiki.studiominus.nl/snippets/assignTextures.html
|
||||
Title: People Playground Modding - Random sprite assignment
|
||||
==================================================
|
||||
|
||||
Random sprite assignment
|
||||
This code snippet shows how to set the sprites of an object that has a random sprite. Think of items like the Handcannon, Bowlingball, and Balloon🎈.
|
||||
//get the RandomSpriteBehaviour from the object (if it has one) and assign an array of your sprites to it
|
||||
Instance.GetComponent<RandomSpriteBehaviour>().sprites = new Sprite[]
|
||||
{
|
||||
ModAPI.LoadSprite("ball_1.png"),
|
||||
ModAPI.LoadSprite("ball_2.png"),
|
||||
ModAPI.LoadSprite("ball_3.png"),
|
||||
ModAPI.LoadSprite("ball_4.png"),
|
||||
};
|
||||
22
extracted_wiki_content/snippets/registering_an_item.txt
Normal file
22
extracted_wiki_content/snippets/registering_an_item.txt
Normal file
@@ -0,0 +1,22 @@
|
||||
URL: https://wiki.studiominus.nl/snippets/registerItem.html
|
||||
Title: People Playground Modding - Registering an item
|
||||
==================================================
|
||||
|
||||
Registering an item
|
||||
This code snippet shows a simple template of a ModAPI.Register call.
|
||||
// register item to the mod api
|
||||
ModAPI.Register(
|
||||
new Modification()
|
||||
{
|
||||
OriginalItem = ModAPI.FindSpawnable("Knife"), //item to derive from
|
||||
NameOverride = "Dagger -MoreMelee", //new item name with a suffix to assure it is globally unique
|
||||
DescriptionOverride = "It is a dagger.", //new item description
|
||||
CategoryOverride = ModAPI.FindCategory("Melee"), //new item category
|
||||
ThumbnailOverride = ModAPI.LoadSprite("daggerView.png"), //new item thumbnail (relative path)
|
||||
AfterSpawn = (Instance) => //all code in the AfterSpawn delegate will be executed when the item is spawned
|
||||
{
|
||||
//get the SpriteRenderer and replace its sprite with a custom one
|
||||
Instance.GetComponent<SpriteRenderer>().sprite = ModAPI.LoadSprite("dagger.png");
|
||||
}
|
||||
}
|
||||
);
|
||||
@@ -0,0 +1,23 @@
|
||||
URL: https://wiki.studiominus.nl/snippets/spawnParticle.html
|
||||
Title: People Playground Modding - Spawn particles on activation
|
||||
==================================================
|
||||
|
||||
Spawn particles on activation
|
||||
This code snippet shows how to spawn the built-in particle effects when the object is activated.
|
||||
ModAPI.Register(new Modification()
|
||||
{
|
||||
//set item details
|
||||
OriginalItem = ModAPI.FindSpawnable("Knife"),
|
||||
NameOverride = "Epic knife that sparks when you use it",
|
||||
DescriptionOverride = "not a single soul knows why this exists",
|
||||
ThumbnailOverride = ModAPI.LoadSprite("sparkknife_view.png"),
|
||||
|
||||
AfterSpawn = (Instance) =>
|
||||
{
|
||||
//add a UseEventTrigger and set its action
|
||||
Instance.AddComponent<UseEventTrigger>().Action = () => {
|
||||
//spawn an effect by the name of "Spark" at the transform position
|
||||
ModAPI.CreateParticleEffect("Spark", Instance.transform.position);
|
||||
};
|
||||
}
|
||||
});
|
||||
267
extracted_wiki_content/snippets/spawnable_items.txt
Normal file
267
extracted_wiki_content/snippets/spawnable_items.txt
Normal file
@@ -0,0 +1,267 @@
|
||||
URL: https://wiki.studiominus.nl/snippets/spawnables.html
|
||||
Title: People Playground Modding - Spawnable items
|
||||
==================================================
|
||||
|
||||
Spawnable items
|
||||
This is a list of all names that FindSpawnable can understand.
|
||||
1000kg Weight
|
||||
9mm Pistol
|
||||
Accelerator
|
||||
Accumulator
|
||||
Acid Syringe
|
||||
Activation Fuse
|
||||
Activation Toggle
|
||||
Activation Transformer
|
||||
Activator Electrode
|
||||
Adrenaline Syringe
|
||||
AK-47
|
||||
Anchor
|
||||
Android
|
||||
Archelix Caster
|
||||
Assault Rifle
|
||||
Atom Bomb
|
||||
Axe
|
||||
Balloon
|
||||
Baseball Bat
|
||||
Battery
|
||||
Bazooka
|
||||
Beam Rifle
|
||||
Bell
|
||||
BG Signal Converter
|
||||
Bicycle
|
||||
Blaster
|
||||
Blaster Rifle
|
||||
Blood Flask
|
||||
Blood Tank
|
||||
Blue cathode light
|
||||
Boat Motor
|
||||
Bone Eating Syringe
|
||||
Bottle
|
||||
Bowling Ball
|
||||
Bowling Pin
|
||||
BR Signal Converter
|
||||
Brick
|
||||
Brick Cube
|
||||
Brick Wall
|
||||
Bulletproof Sheet
|
||||
Bus
|
||||
Bus Chair
|
||||
Button
|
||||
Capacitor Attachment
|
||||
Car
|
||||
Cardiopulmonary Bypass Machine
|
||||
Ceiling Turret
|
||||
Centrifuge
|
||||
Chainsaw
|
||||
Clamp
|
||||
Coagulation Syringe
|
||||
Cobblestone Wall
|
||||
Concrete slab
|
||||
Container Wagon
|
||||
Conveyor Belt
|
||||
Cooling Element
|
||||
Crate
|
||||
Crossbow
|
||||
Crossbow Bolt
|
||||
Crystal
|
||||
Dampening Box
|
||||
De staf van Sinterklaas
|
||||
Death Syringe
|
||||
Decimator
|
||||
Defibrillator
|
||||
Detached 120mm Cannon
|
||||
Detached 30mm HEAT Cannon
|
||||
Detached Beam Cannon
|
||||
Detached Laser Cannon
|
||||
Detached Ray Cannon
|
||||
Detector
|
||||
Disassembler
|
||||
Dynamite
|
||||
Electricity Transformer
|
||||
Electromagnet
|
||||
EMP Generator
|
||||
Empty Syringe
|
||||
Energy Sword
|
||||
Energy Vessel Explosive
|
||||
Explosive Rounds Attachment
|
||||
Fan
|
||||
Fire Detector
|
||||
Fire Extinguisher
|
||||
Fireworks
|
||||
Flamethrower
|
||||
Flashlight
|
||||
Flashlight Attachment
|
||||
Flask
|
||||
Flintlock Pistol
|
||||
Floodlight
|
||||
Fluorescent Lamp
|
||||
Freeze Syringe
|
||||
Freezeray
|
||||
Fusion Bomb
|
||||
G1 Submachine Gun
|
||||
Gate
|
||||
General Purpose Bomb
|
||||
Generator
|
||||
Giant Wooden Bowl
|
||||
Glass Pane
|
||||
Gorse
|
||||
Gorse Blood Flask
|
||||
Green cathode light
|
||||
Grenade Launcher
|
||||
Gyroscope Stabiliser
|
||||
Hammer
|
||||
Handcannon
|
||||
Handgrenade
|
||||
Heart Monitor
|
||||
Heating Element
|
||||
Heatray
|
||||
Holographic Display
|
||||
Hover Thruster
|
||||
Hovercar
|
||||
Human
|
||||
I-Beam
|
||||
Immobility Field
|
||||
Incendiary Rounds Attachment
|
||||
Industrial Generator
|
||||
Industrial Gyrostabiliser
|
||||
Industrial Piston
|
||||
Infrared Thermometer
|
||||
Insulator
|
||||
Ion Cannon
|
||||
Ion Thruster
|
||||
Jet Engine
|
||||
Jukebox
|
||||
Key Trigger
|
||||
Knife
|
||||
Knockout Syringe
|
||||
Lagbox
|
||||
Lance
|
||||
Landmine
|
||||
Large Bush
|
||||
Laser Attachment
|
||||
Laser Pointer
|
||||
Laser Receiver
|
||||
Laser sentry turret
|
||||
Launch Platform
|
||||
LED Bulb
|
||||
Life Detector
|
||||
Life Syringe
|
||||
Light Machine Gun
|
||||
Lightbulb
|
||||
Liquid Canister
|
||||
Liquid Duplicator
|
||||
Liquid Outlet
|
||||
Liquid Pressuriser
|
||||
Liquid Valve
|
||||
Liquidentifier
|
||||
Machine Blaster
|
||||
Machine Gun
|
||||
Magnum Revolver
|
||||
Mending Syringe
|
||||
Metal Cube
|
||||
Metal Detector
|
||||
Metal Pole
|
||||
Metal Pyramid
|
||||
Metal Wheel
|
||||
Metronome
|
||||
Mini Thruster
|
||||
Minigun
|
||||
Mirror
|
||||
Missile Launcher
|
||||
Motion Detector
|
||||
Motorised Wheel
|
||||
Nitroglycerine Flask
|
||||
Normal Sized Gun
|
||||
Oil Flask
|
||||
Painkiller Syringe
|
||||
Particle Projector
|
||||
Physics Gun
|
||||
Pink Explosive
|
||||
Pink Syringe
|
||||
Pistol
|
||||
Piston
|
||||
Plank
|
||||
Plastic Barrel
|
||||
Plastic Explosive
|
||||
Plate
|
||||
Power Gauge
|
||||
Power Hammer
|
||||
Pressure Valve
|
||||
Propeller
|
||||
Pulse Drum
|
||||
Pumpkin
|
||||
Purple cathode light
|
||||
Radio
|
||||
Ramp
|
||||
Reconstructor
|
||||
Red Barrel
|
||||
Red cathode light
|
||||
Resistor
|
||||
Resizable Housing
|
||||
Revolver
|
||||
RG Signal Converter
|
||||
Rifle
|
||||
Rigidifier
|
||||
Rocket Launcher
|
||||
Rod
|
||||
Rotor
|
||||
Scherbenwerfer
|
||||
Scope Attachment
|
||||
Sentry Turret
|
||||
Servo
|
||||
Shock Detector
|
||||
Shotgun
|
||||
Signal Flare
|
||||
Siren
|
||||
Slider
|
||||
Small Boulder
|
||||
Small Bush
|
||||
Small Button
|
||||
Small I-Beam
|
||||
Sniper Rifle
|
||||
Soap
|
||||
Soviet Submachine Gun
|
||||
Spear
|
||||
Spike
|
||||
Spike Grenade
|
||||
Spike Rifle
|
||||
Spot Light
|
||||
Stick
|
||||
Sticky Grenade
|
||||
Stielhandgranate
|
||||
Stone Brick
|
||||
Stone Brick Wall
|
||||
Stormbaan
|
||||
Structural Pillar
|
||||
Stunner
|
||||
Submachine Gun
|
||||
Sword
|
||||
Tall Tree
|
||||
Tank
|
||||
Television
|
||||
Tempered Glass Pane
|
||||
Tesla Coil
|
||||
Text Display
|
||||
Thermometer
|
||||
Thruster
|
||||
Thrusterbed
|
||||
Timed Gate
|
||||
Toggleable Mirror
|
||||
Torch
|
||||
Truck
|
||||
Ultra Strength Syringe
|
||||
Vase
|
||||
Water Breathing Syringe
|
||||
Wheel
|
||||
White cathode light
|
||||
Winch
|
||||
Wing
|
||||
Wooden Chair
|
||||
Wooden Pillar
|
||||
Wooden Pole
|
||||
Wooden Table
|
||||
Wooden Wheel
|
||||
Worm Staff
|
||||
Wrench
|
||||
Yellow cathode light
|
||||
Zombie Syringe
|
||||
Reference in New Issue
Block a user