I'm working on a salvaging-based gamemode, somewhere between Salvage Mod and Honor Mining (carried variables/valuables) but I'm having some trouble. Issues are:
1. Is there an fxdts function to get the paint color of an existing brick (as in, the number of the brick's color in the "paint can" table)? If so, what is it, and if not, how do I make one?
2. Do the same functions exist with Color FX and Shape FX?
3. What do I use to call a function on a brick when said brick is painted/fillcanned/has it's color changed by an event? (I know onPlant and onLoadPlant, but not the "on painted")
4. What is the ratio of brick mass (in plates) to brick health, and how does it differ when transparency is involved?
5. How do I make a "materials list" for bricks based on above color, color fx, and shape fx? Remember, I want to get the material from the brick, not the other way around. Should I use the color, color fx, and shape fx functions in a switch and have the default case centerprint the client "This brick cannot be salvaged"? Or should I use some sort of script object? If I have to use a script object, how do I apply it's effects to an existing brick?
6. Is there a sethealth function for bricks?Never mind this, I think Salvage Mod has one.
7. Is there a way to load one "base" save and then afterwards load in certain locations one randomly generated save? I ask because I want the area (it's an enormous underwater pit) to be somewhat randomized, with sunken wrecks in different places every round.
Keep in mind that I'm a real noob at scripting, and I can only learn from stuff that works (and even then I have trouble).