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Full list of lot types (0-4 are technical types), and highway, rail and fortification are placeholders.
const static lotType_t LOT_UNOCCUPIABLE = 0;
const static lotType_t LOT_OCCUPIED_N = 1;
const static lotType_t LOT_OCCUPIED_S = 2;
const static lotType_t LOT_OCCUPIED_E = 3;
const static lotType_t LOT_OCCUPIED_W = 4;
const static lotType_t LOT_VACANT = 5;
const static lotType_t LOT_BASE = 6;
const static lotType_t LOT_PARK = 7;
const static lotType_t LOT_SPECIAL = 8;
const static lotType_t LOT_SERVER_SPAWN = 9;
const static lotType_t LOT_ROAD = 10;
const static lotType_t LOT_HILLS = 11;
const static lotType_t LOT_SEA = 12;
const static lotType_t LOT_HIGHWAY = 13;
const static lotType_t LOT_RAIL = 14;
const static lotType_t LOT_MOB_BASE = 15;
const static lotType_t LOT_HOUSE = 16;
const static lotType_t LOT_COMMERCE = 17;
const static lotType_t LOT_OFFICE = 18;
const static lotType_t LOT_INDUSTRY = 19;
const static lotType_t LOT_ZONED_RES = 20;
const static lotType_t LOT_ZONED_COM = 21;
const static lotType_t LOT_ZONED_OFF = 22;
const static lotType_t LOT_ZONED_IND = 23;
const static lotType_t LOT_FORTIFICATION = 23;
Full list of zones:
const static int ZONE_TYPE_CUSTOM = 0;
const static int ZONE_TYPE_SHOP = 1;
const static int ZONE_TYPE_TRESSPASS = 2;
const static int ZONE_TYPE_LOOTSPAWNING = 3;
const static int ZONE_TYPE_CARPARK = 4;
const static int ZONE_TYPE_GARAGE = 5;
const static int ZONE_TYPE_HELIPAD = 6;
const static int ZONE_TYPE_BANK_VAULT = 7;
const static int ZONE_TYPE_SECURITY = 8;
const static int ZONE_TYPE_AMBULANCE = 9;
const static int ZONE_TYPE_TROLLEY = 10;
const static int ZONE_TYPE_SOCCER = 11;
Of these,
ZONE_TYPE_SHOP spawns shop NPCs
ZONE_TYPE_TRESSPASS, when entered triggers the "tresspass" crime and places loot in chests depending on the building type
ZONE_TYPE_HELIPAD spawns helicopters
ZONE_TYPE_BANK_VAULT is similar to TRESSPASS
ZONE_TYPE_SECURITY spawns CDF Guards
ZONE_TYPE_AMBULANCE spawns an ambulance
ZONE_TYPE_TROLLEY spawns a trolley
ZONE_TYPE_SOCCER spawns a giant soccer ball
The rest are placeholders
The tags for zones are the same as above but minus the ZONE_TYPE
See scripts/server/lot_zones/ for implementation details. There is a separate file for each zone.
But there's town buildings only, decorations and fortifications included. No special.
Still need something about mobbase fort, that with undergrounds.
Ah, theres strings in zerostart_generation:
LC:loadLot (lx, lz, 10-6, "mobbases/mobfort", dir[math.random(1,#dir)], turf.Lot.LOT_FILL_MODE_NORMAL);
and in get_footprints:
--yOffset (optional) = force the lot(s) to be moved vertically the specified amount in blocks (metres)
FP_POOL[#FP_POOL+1] = { xs=3, zs=2, maxcount= 1, count=0, lpis={}, lotTypes = {}, mobbase = { "mobfort" }, yOffset = -6 } -- For big bandit base
Yeah, there's -6 blocks into ground.
Hm, can't add this to normal lots someway... Can just import this on needful level.