| − | Interaction points can also define Animation(main animation used when interacting, ignored for some interactions), SubAnimation(used for repairs, 0, 1 or 2 for repair height), MinimumNeeded(how many need to be reachable before the player gets a warning) and ReachCheck(whether we should warn the player at all). | + | Interaction points can also define '''Animation'''(main animation used when interacting, ignored for some interactions), '''SubAnimation'''(used for repairs, 0, 1 or 2 for repair height), '''MinimumNeeded'''(how many need to be reachable before the player gets a warning), '''ReachCheck'''(whether we should warn the player at all), '''MainAction'''(whether the feet graphic should appear dark or not to tell the player whether it's important), '''ShowOnBuild'''(can be used to hide the feet graphic) and '''Outside'''(tells the game that this interaction point is used from the outside, which currently only used for garage ports). |
| | Finally, it can define a Child, which is the ith interaction point defined (Zero index). If you want a number of interaction points to only be used by one employee at a time you should define children such that they form a dependency loop(E.g. 0->1->2->3->0). When one interaction point gets reserved, the children will recursively get reserved as well. | | Finally, it can define a Child, which is the ith interaction point defined (Zero index). If you want a number of interaction points to only be used by one employee at a time you should define children such that they form a dependency loop(E.g. 0->1->2->3->0). When one interaction point gets reserved, the children will recursively get reserved as well. |