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Nice...!  I noticed this issue when i was making the progressive gif last month for the showcase thread.  I might have to go back and apply this technique :8)

 

Spoiler

YdIDnOa.gif

Cori Edit: I put your GIF in a spoiler because it's likely to be confused with my above tutorial and then peeps would think the method doesn't work. *;)


  Edited by CorinaMarie  

Added spoiler for image.
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Huh.  I'm having trouble and I've followed this to a tee.  After querying i set the view to

setviewtarget xyz 21163 2019 19001

and it takes me way off the map, out of bounds, i'm guessing because the screen goes  blank,  then when i move the mouse  a bit the city reappears but the view is way off in the corner.

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    46 minutes ago, RobertLM78 said:

    setviewtarget xyz 21163 2019 19001

    Do you have a screenshot of the Terrain Query where you got those numbers?

    It really looks to me like they are missing the decimal point as even a large city tile would have a maximum of 4,096 meters for any of those.

    Try:  setviewtarget xyz 2116.3 201.9 1900.1

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    10 minutes ago, CorinaMarie said:

    Try:  setviewtarget xyz 2116.3 201.9 1900.1

    Thanks @CorinaMarie  - I'll give that a shot as soon as i can.  I am probably going to have to break down and buy the GoG version since the Windows XP virtual system is refusing to accept the license bypass (Windows XP licensing system is no longer active so periodically i'd have to enter the rundll.exe syssetup, SetupOobeBnk, but that no longer seems to be working like it should).

    So SC4 crashed when i tried to omit the xyz part, then for whatever reason the host's CD wasn't mounted and the the system froze when i went to do that.  After killing the process, i am met with the infinite license loop.

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    Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

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    1 hour ago, RobertLM78 said:

    Cori Edit: I put your GIF in a spoiler because it's likely to be confused with my above tutorial and then peeps would think the method doesn't work. *;)

    That's fine :)

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    Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

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    @RobertLM78

    I've edited in more info in my first post (search for Cori Edit) which shows coordinates with decimal places and the command to use. *;)

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    Now that i have things running again - although not quite how i would have liked, here's a screenshot of the position:

    u3gGkpe.png

     

    I used decimal points instead, as suggested, and voila.... it worked.  Nice little method this is, it's going to be highly useful.  Thanks Corina and CycloneBloom for your efforts in figuring this out.

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    Just a little thing we forgot to mention, that might be useful...

    With the command syntax being:

    SetViewTarget CoriSaysGoTo <x> <y> <z>


    For the CoriSaysGoTo part, if reading this far you'll probably know what Cori's Hidden Secret is in her above post. *;)

    Considering this fact ( The Secret! ), something that may come in handy is replacing it with any descriptive text. That way when noting down your commands in a list, they can be looked at to realise which does what. The same too when using the Up/Down arrow keys to flick back and forth between prior run commands in the cheat box. By naming this something, you'll recognise what the purpose of a given command is for. This way it makes it easy with knowing which to choose.

    It could be a reference name to a particular sign post for instance, and then it associates each for their purpose.

    For example:

    BETTER-EPIC-CB-Signposts-01.jpg

     

    So then I could have the following list (saved to my locally stored text file):

    SetViewTarget Location#1 3225 267.0 1627.0
    SetViewTarget Location#2 3478 267.7 1522.7
    SetViewTarget Location#3 2871 267.0 1734.0
    SetViewTarget Location#4 2962 267.8 1392.0
    SetViewTarget Location#5 3547 267.7 1971.0
    


    And being able to copy and paste any of these in, which allows Locations #1-5 to be jumped to for that specific area.

    Important Note: Just make sure the pink part contains no spaces, or else it'll break the command syntax!


    Hope this comes in useful as an additional addendum to our method. *:)

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    5 hours ago, Cyclone Boom said:

    So then I could have the following list (saved to my locally stored text file):

    This reminds me ...... i seem to remember Sims2 being able to do something akin to bash aliases.  I wonder if there's a way to do that on SC4.


    Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

    Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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    3 hours ago, RobertLM78 said:

    This reminds me ...... i seem to remember Sims2 being able to do something akin to bash aliases.  I wonder if there's a way to do that on SC4.

    I wasn't previously aware of this, but after some Googling I have a rough understanding of it for The Sims games and I've not seen anything at all like it in SC4.

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    Chance favors the prepared mind. ― Louis Pasteur  
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    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    On 5/10/2021 at 9:00 AM, Cyclone Boom said:

    So then I could have the following list (saved to my locally stored text file):

    
    SetViewTarget Location#1 3225 267.0 1627.0
    SetViewTarget Location#2 3478 267.7 1522.7
    SetViewTarget Location#3 2871 267.0 1734.0
    SetViewTarget Location#4 2962 267.8 1392.0
    SetViewTarget Location#5 3547 267.7 1971.0
    


    And being able to copy and paste any of these in, which allows Locations #1-5 to be jumped to for that specific area.

    Important Note: Just make sure the pink part contains no spaces, or else it'll break the command syntax!

    At first I didn't realize what was meant about it being a bug vs feature, so, assumed it was just a weird anomaly.

    But looking at this, it seems as though it's an internal command.

    Consider if your city catches fire, what happens? The game auto jumps to the location of the fire. Well, how exactly does it do this? It must have a "teleport" function built in. So, it's likely that the game is set to jump to a specific location, by grabbing coordinates, namely of the fire, or other emergency occurring within the city. It likely gives it a temporary name for the disaster, simply so it can identify the exact location, rather than guessing.

    I don't know how many times I've accidentally moved away from something like a fire, only to have to click the Go To Disaster button. Also, I think this is possibly used for the various structures within the city. I imagine the game needs to identify schools, hospitals, jails, etc, separately for players to jump to when they select the links in the messages, or the budget. And, I imagine same thing happens with the roads, and Mayor rocks according to block messages.

    Basically, my concept if I were programming it would be

    void: SetViewTarget pLabel* int x; int y; int z;   //note the void label would likely be different in the code itself

    So, in essence the pLabel* and the coordinates, are simply input variables. Whether this is to be used by the player or not is certainly debatable, as Maxis liked the fact that fans would make mods and do various other things with the game, it's certainly possible they allowed for it. But, likely, it was meant as a debug tool for the dev team to test and make sure that particular jump-to function worked correctly.

    This may also be why the game records it, even in region view, as they likely kept it up to test it in multiple cities. Especially given that you could have different sizes within the same area. I'm sure there's one in there somewhere that lets you ignite a specific coordinate on fire, given that in the Mayor Mode Tutorials of vanilla and Rush Hour both lit a building on fire. If that's found and used, I imagine it would help to make people's CJ's look way more impressive, as they can then just spawn multiple fires, and take pix as needed to make it look like a wild fire ravaged their town, and show us the after math, and the resulting clean-up, to help give their city more depth and character.

    If anyone does/can find anything regarding that, please share that with everyone, I really do think that would be quite useful for lots of people.

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    Currently: Viewing Topic: I'm so confused
     

    I just used this trick for the first time and that's a wrap! Great idea. Thank you for yet another valuable tool.

    TMCSaysThanksEmoji :thumb:

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

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