From db0e6a16f53863e66def5a1c382195c9b7e0c880 Mon Sep 17 00:00:00 2001 From: lion053 <103780985+lion053@users.noreply.github.com> Date: Fri, 25 Oct 2024 21:11:14 +0200 Subject: [PATCH] Update ifo-file.md --- documentation/ifo-file.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/documentation/ifo-file.md b/documentation/ifo-file.md index a6963ba..a359d43 100644 --- a/documentation/ifo-file.md +++ b/documentation/ifo-file.md @@ -40,7 +40,7 @@ Cuboids mostly appear as `` which only distinguish by their `` (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 | | :-------------- | :------------------ | :------------------------------------------------------------- | :--------------------- | @@ -55,16 +55,16 @@ Cuboids mostly appear as `` which only distinguish by their `` (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_air | Dummy | docking position for airships | configure in `` -| 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 +| hit_wood_ | Dummy | when hit by weapons: trigger wooden sound / visuals | linked in projectile assets +| hit_bricks_ | Dummy | when hit by weapons: trigger brick sound / visuals | linked in projectile assets +| hit_concrete_ | Dummy | when hit by weapons: trigger concrete sound / visuals | linked in projectile assets | expl_01 | Dummy | when hit by weapons: area with explosion effects | can be defined in `` | 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 | `` | mining_mountain | Dummy | WorkAreaPath ends here | `` | irrigation_connector | Dummy | for water source: connection to irrigation canals |