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  • Tiles in TTD can have various slopes. The slope is a bitmask that may contain the following bits: | this tile is a steep slope (the corner opposite to the lowest corner is 2 units highe
    4 KB (554 words) - 21:03, 30 August 2022

Page text matches

  • *[[NML:List of sound effects|List of sound effects]] *[[NML:List of default vehicle IDs|List of default vehicle IDs]]
    766 bytes (112 words) - 16:59, 21 August 2011
  • ...ernmost tile. For industry tiles, it is signed and relative to the current tile. See [[NML:List of tile slopes|tile slopes]] for an overview of possible values
    1 KB (249 words) - 01:31, 24 September 2023
  • ...NML:Sorting vehicles in the purchase list|Sorting vehicles in the purchase list]] ;[[NML:Properties and variables and callbacks|Lists of properties, variables and callbacks]]
    7 KB (840 words) - 07:26, 10 September 2023
  • ==Airport (tile) IDs== ...AirportTileDefaultProps|default airport tile]], which will be used instead of your item if it is not available for whatever reason (for example, missing
    8 KB (1,307 words) - 01:34, 24 September 2023
  • ...town buildings, except that they are not stand-alone; they are always part of an industry. ...can help you limiting tile consumption to 2 or 3 per industry. Avoid using tile FFh, so the tileID can be turned into an extended byte (in Action 3) in the
    8 KB (1,265 words) - 12:35, 4 November 2018
  • | If all values are constants, returns the number of days since year 0. If the year is a variable, the month and day should be 1 | Return the day of the year since January 1st. Both values must be compile-time constants.
    8 KB (1,304 words) - 21:26, 27 June 2023
  • ...ne entity, which represents everything that is to be drawn on a particular tile. A simple example to illustrate how it works: ...block. What block to use depends on how the sprite is to be placed on the tile.
    14 KB (2,107 words) - 18:27, 2 October 2023
  • | String literal of length 4 ...lly free to chose your own class, it's highly recommended you stick to one of the [[#Default object classes|default classes]].
    13 KB (2,191 words) - 07:03, 10 September 2023
  • Tramtypes and Roadtypes share a pool of 63 IDs. Either feature can use as many IDs as needed (i.e. it is not limite * A tramtype is introduced, if at least one of the following conditions is met:
    12 KB (1,715 words) - 21:43, 30 August 2022
  • This page contains information on industry tile properties, variables and callbacks. [[NML:Industries|Industries]] are clos == Industry tile ID allocation ==
    10 KB (1,590 words) - 21:15, 30 August 2022
  • Roadtypes and Tramtypes share a pool of 63 IDs. Either feature can use as many IDs as needed (i.e. it is not limite * A roadtype is introduced, if at least one of the following conditions is met:
    12 KB (1,731 words) - 08:41, 10 September 2023
  • ..._default_house_properties|default house type]], which will be used instead of your item if it is not available for whatever reason (for example, missing ...<nowiki>[1X1 | 1X2 | 2X1 | 2X2]</nowiki>. This size should match the size of the substitute house type.
    20 KB (3,342 words) - 21:40, 30 August 2022
  • * Building a 2x5 station in one action creates a single station section of size 2x5. ...o 1x5 areas next to each other in two actions creates two station sections of size 1x5; even when using the same station type from the same NewGRF.
    25 KB (3,819 words) - 14:10, 31 May 2023
  • Rail stations share a number of variables with airports. The common variables are documented on a [[Variati ...ttdp|1.2|2.5|ottdrev=r22848|ttdprev=2.5 beta 2}} Available in the purchase list as well.</ref>||{{ottdp|1.2|2.5|ottdrev=r22848}}||D||Player info, see [[Var
    11 KB (1,612 words) - 20:48, 29 January 2020
  • * A railtype is introduced, if at least one of the following conditions is met: ...pe is introduced, that references the railtype via the introduced railtype list (railtype propery <code style="color:green">introduces_railtype_list</code>
    18 KB (2,673 words) - 15:20, 9 December 2023