Skip to content

Commit

Permalink
Update ifo-file.md
Browse files Browse the repository at this point in the history
  • Loading branch information
lion053 authored Oct 25, 2024
1 parent 03cd7d2 commit db0e6a1
Showing 1 changed file with 6 additions and 6 deletions.
12 changes: 6 additions & 6 deletions documentation/ifo-file.md
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ Cuboids mostly appear as `<Dummy>` which only distinguish by their `<Name>` (see

- All names with an appended `_` usually have consecutive digits starting at 0
- All names with an appended `_01` continue with `02`, `03` and so on
- Names with 01, 02 but without `_` could be fixed names, so not sure if sth like `railroad03` would work
- Names with 01, 02 but without `_` are fixed names, so sth like `railroad03` would not work

| Name | Tag | Usage | assets.xml |
| :-------------- | :------------------ | :------------------------------------------------------------- | :--------------------- |
Expand All @@ -55,16 +55,16 @@ Cuboids mostly appear as `<Dummy>` which only distinguish by their `<Name>` (see
| docklandsmodule01 | Dummy | blocks harbour area infront of buildings; minimum size is 3x3 tiles x/z axis => 0 to 0.49 == 3 tiles; 0.5 to 0.99 == 4 tiles etc. |
| loadingpier01 | Dummy | docking position for ships; use `loadingpier02` for a 2nd pier | configure in `<LoadingPier>`
| loadingpier_air | Dummy | docking position for airships | configure in `<LoadingPier>`
| hit_metal_ | Dummy | when hit by weapons: trigger metal sound / visuals |
| hit_wood_ | Dummy | when hit by weapons: trigger wooden sound / visuals |
| hit_bricks_ | Dummy | when hit by weapons: trigger brick sound / visuals |
| hit_concrete_ | Dummy | when hit by weapons: trigger concrete sound / visuals |
| hit_metal_ | Dummy | when hit by weapons: trigger metal sound / visuals | linked in projectile assets <EffectSequences>
| hit_wood_ | Dummy | when hit by weapons: trigger wooden sound / visuals | linked in projectile assets <EffectSequences>
| hit_bricks_ | Dummy | when hit by weapons: trigger brick sound / visuals | linked in projectile assets <EffectSequences>
| hit_concrete_ | Dummy | when hit by weapons: trigger concrete sound / visuals | linked in projectile assets <EffectSequences>
| expl_01 | Dummy | when hit by weapons: area with explosion effects | can be defined in `<ExplosionEffects>`
| warflag | Dummy | a war flag is spawned at this position when island is at war |
| hpbar | Dummy | when being attacked: position of current hitpoints bar |
| FireDummy | Dummy | position of fire (if no .fc file) |
| railroad01 | Dummy | connection to rails; use `railroad02` for another one | `HasBuildingBaseTiles=1` to remove them after asset was destroyed / moved; `AllowCodeToControlRotation=0` if they are not centered relative to the building
| railroadbase01 | Dummy | spawn / despawn position for trains |
| railroadbase01 | Dummy | mandatory use with railroad01 / railroad02 |
| mining_ground | Dummy | WorkAreaPath starts here | `<WorkAreaPathSnapDummy>`
| mining_mountain | Dummy | WorkAreaPath ends here | `<WorkAreaPathSnapDummy>`
| irrigation_connector | Dummy | for water source: connection to irrigation canals |
Expand Down

0 comments on commit db0e6a1

Please sign in to comment.