Search found 21 matches

by Alex Mullins
Thu Apr 10, 2008 6:19 pm
Forum: Mods (Discussion)
Topic: more powerful fire
Replies: 4
Views: 1472

Yes I had had a look through the crisis_fire.cs file as shown, but there doesn't seem to be a destroy = true/false value so I don't know what to change in the file to make fire actually destroy buildings. So far it just seems to go out when damage is 100, but the buildings are still standing. I tri...
by Alex Mullins
Tue Apr 08, 2008 10:37 pm
Forum: Mods (Discussion)
Topic: more powerful fire
Replies: 4
Views: 1472

Take a look at these constants (data\newconstants.xml): // how long a fire burns (hours) FireSystem/BurnTime;float // how long before a fire starts damaging a building (hours) FireSystem/GracePeriod;float // how much damager per hour a fire does to a building FireSystem/HourlyDamage;int // chance to...
by Alex Mullins
Tue Apr 08, 2008 8:49 pm
Forum: General Discussion
Topic: Fable Falls (City Journal)
Replies: 83
Views: 22198

Wow, that city looks great; I love those suburbs. :)
by Alex Mullins
Thu Mar 13, 2008 11:29 pm
Forum: Mods (Discussion)
Topic: Scripting issue
Replies: 4
Views: 1540

Ok, the problem is that all of the following: mBuilding.ModifyDamage(1); mBuilding.Collapse(); mBuilding.SetDisabled(TDisabledStates.kDisabled, 48); are causing the ability to deactivate; this removes the ability from the list of abilites that have registered to be called at a certain hour. The prob...
by Alex Mullins
Thu Mar 13, 2008 9:55 pm
Forum: Mods (Discussion)
Topic: Scripting issue
Replies: 4
Views: 1540

Is this ability on the building it's trying to kill? If that's the case it's going to crash because when it kills the building it's going to be removing the ability script but the script is then going to try and do more stuff when it doesn't exist anymore. Can you attach the full script file? PS - t...
by Alex Mullins
Tue Mar 11, 2008 5:42 pm
Forum: Mods (Discussion)
Topic: help changing the characters attributes
Replies: 13
Views: 1943

sVictimDeathChance = 80; sVictimConvertChance = 40; sZombieDeathChance = 50; These chances are out of 100% and thus need to total 100; as you currently have it and the way the code is handling it the above actually lead to the following percentages: sVictimDeathChance = 80; sVictimConvertChance = 2...
by Alex Mullins
Thu Dec 13, 2007 9:58 pm
Forum: Mods (Discussion)
Topic: Fake Population
Replies: 9
Views: 1887

Do homeless sims = one person or is there a similar converstion as there is for homes (such as 1 homeless sim = 10 fake population)? Homeless sims count for a random number between 2 and 8 fake population each; this is set in Data\NewConstants.txt: SimConstants/HomelssPopulationAmount/Min;int;2 Sim...
by Alex Mullins
Thu Dec 13, 2007 9:46 pm
Forum: General Discussion
Topic: The good, bad, and ugly: Special Sims
Replies: 9
Views: 5429

mprovancha wrote:Photojournalists : The good.... I guess. Supposedly they bring income to your town when a news story happens, but I have not been able to track this at all.


Photojournalists generate 1000 Simoleons when a disaster, crises, or global event occurs in your city.
by Alex Mullins
Tue Dec 11, 2007 5:57 pm
Forum: Mods (Discussion)
Topic: changing the background of loading screen?
Replies: 5
Views: 1440

ronnyay wrote:.tga files?? Which means I can't throw in the jpg directly? :confused:


You can put .jpg files in there.
by Alex Mullins
Fri Dec 07, 2007 4:30 pm
Forum: Mods (Discussion)
Topic: Size Variance, Check all tiles
Replies: 2
Views: 1266

In the Ambient sets, there are two variables: size_variance, and checkalltiles. Is there anyway to the get the same effects when painting ambients? No. Or (and I've asked this before but got no answer) is there a way to completely ignore what is already on a tile to allow ambients to be painted any...
by Alex Mullins
Thu Dec 06, 2007 10:20 pm
Forum: Game Help & Strategy
Topic: Sims that cant visit a Venue yesterday.. eplodes?
Replies: 14
Views: 2451

Sims also visit decorations, and the time spent looking at a decoration does nothing for them. In fact, they may go out of their way to visit a decoration, and the fact that a sim had to walk around a line of buildings to visit a barbecue pit may delay them in visiting venues. Sims don't "visit" de...
by Alex Mullins
Wed Nov 21, 2007 12:31 am
Forum: Mods (Discussion)
Topic: How to make a new game mode ?
Replies: 5
Views: 1810

Morpheus121073 wrote:Yes i know about those cheats, but then you still need the social energy in order for a building to function don't you ?


No, that's what the orbo cheat does; it removes the energy requirements from buildings.
by Alex Mullins
Tue Nov 20, 2007 11:47 pm
Forum: Mods (Discussion)
Topic: How to make a new game mode ?
Replies: 5
Views: 1810

At the moment there are 3 game modes Normal Unlimited Sim-Dollars Free play Now i would like to see a mode that is like free play but without the unlimited sim-dollars, is there anyway i can set this somewhere ???? There isn't a way to add another play mode; however you can achieve the desired effe...
by Alex Mullins
Tue Nov 20, 2007 7:19 pm
Forum: Mods (Files)
Topic: Maintenance Mod v1.0
Replies: 69
Views: 11318

The scripting behind the ability is fairly simple. First, the ability registers it's AtHour event to be called every day at the specified hour: public override void OnActivate() { mBuilding.GetBuildingAbilityScript().RegisterAtHour(mHour, mScriptData); } Then, when that event is called it first chec...
by Alex Mullins
Tue Nov 20, 2007 12:55 am
Forum: Mods (Files)
Topic: [WIP] Ninjas!
Replies: 11
Views: 3306

So, I can just make a new xml file in the Localization\en_us\ObjectText folder, name it whatever I want, and just fill it with this: <BuildingTextTable> <Building id="Ninja Academy"> <Name>Ninja Academy</Name> <Name_Plural>Ninja Academies</Name_Plural> <Description>A dark and secret place where ski...
by Alex Mullins
Mon Nov 19, 2007 8:02 pm
Forum: Mods (Discussion)
Topic: GArbage in the streets
Replies: 10
Views: 3486

is there no way to do what we want then and make it so when we do not have a garbage disposal facility that garbage will be on the streets ? and when we do that it doesn't ? The only way would be to create a separate metric for garbage that buildings would add to and garbage facilities would remove...
by Alex Mullins
Mon Nov 19, 2007 7:38 pm
Forum: Mods (Discussion)
Topic: GArbage in the streets
Replies: 10
Views: 3486

Morpheus121073 wrote:Maybe however since we can deny the trash from the roads we can also make mod that actually binds it to the garbage disposal and garbage trucks.


There aren't any script functions to change road ambients.
by Alex Mullins
Sun Nov 18, 2007 9:06 pm
Forum: Mods (Discussion)
Topic: =enabling all road types HOWTO=
Replies: 23
Views: 5946

==Making fires more frequent== To tweak base fire frequency, go to "Data/Scripts/Ability_FireRisk.cs" and change the values to what you want: The default risk is "1.0f", without quotes. (f means floating type variable; don't forget the "f" or the game might not function properly) The default "High"...
by Alex Mullins
Fri Nov 16, 2007 6:48 pm
Forum: Game Help &amp; Strategy
Topic: Award goal - 'using this much of a value'
Replies: 12
Views: 2197

You can hold the mouse over the number to get a tooltip explaining what the number represents. The top number is the surplus(green)/deficit(red) of that energy in your city. The bottom number is the total amount of that energy produced in your city. So the amount consumed would be the bottom number ...
by Alex Mullins
Fri Nov 16, 2007 6:24 pm
Forum: General Discussion
Topic: Cheats and other goodies
Replies: 5
Views: 1399

To use the spawn cheat select a building and type "spawn [figureid]" where [figureid] is the id in the figure's xml (data\xmldb\game\objects\figures).

For example "spawn sc5 mime" will spawn a mime outside the selected building.

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