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CoriBoom Lua Coding to Trigger Multiple Game Effects (Such as Disasters)

Cyclone Boom

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Cori's discovery detailed in this topic was originally posted in the Oddities thread, but is split to here for clarity of discussion.

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5 minutes ago, Raymond7cn said:

I seem to have sniffed a smell of marvelous invention which would amaze the SC4 world! :lol: Cheers! CoriBoom™*:thumb:

Looks so/hope so ;-)

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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7 hours ago, Cyclone Boom said:

And then leave by the dozens

I'll be back...

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13 hours ago, CorinaMarie said:

When the killer robots come in packs of five:

7010b-0320.jpg

7010b-0323.jpg

7010b-0325.jpg

7010b-0326.jpg

 

 

DECEPTICONS.... TRANSFORM.... AND DESTROY THE BUILDINGS!!!! - MEGATRON 

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I loves SimCity 4 forever! *:thumb:

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19 hours ago, CorinaMarie said:

7010b-0326.jpg

7010b-0313.jpg

Oh my goodness, Nostradamus was right. The end is coming! The world is doomed! :O

Awesome volcanoes, by the way :)

5 hours ago, AsimPika3172 said:

DECEPTICONS.... TRANSFORM.... AND DESTROY THE BUILDINGS!!!! - MEGATRON 

I think you're referring to Devastator *:P

426px-DevastatorManga1.jpg

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"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

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Welcome to Fairview, my new city journal *:D

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    On 6/3/2021 at 5:51 PM, TogaMasterJohn said:

    It would be cool to see multiple tornadoes and meteors! This has me very intrigued.

    Here'ya go!

     

    42 Tornadoes:

    7010b-0523.jpg

    ^ Note: These are spawned in random locations based on tile size. The ones that would be on water disappeared immediately. (In case y'all count them.) *;)

     

    147 Meteors:

    7010b-0527.jpg

    7010b-0528.jpg

    7010b-0530.jpg

     

    :O

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

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    10 hours ago, CorinaMarie said:

    Here'ya go!

     

    42 Tornadoes:

    7010b-0523.jpg

    ^ Note: These are spawned in random locations based on tile size. The ones that would be on water disappeared immediately. (In case y'all count them.) *;)

     

    147 Meteors:

    7010b-0527.jpg

    7010b-0528.jpg

    7010b-0530.jpg

     

    :O

    ...wow!!!! :O Thanks, Cori!!

    I wonder what the game's performance was like during each disaster haha! One of my older machines I played SC4 on (for a little bit of time) could barely handle one tornado...

    I'm really curious to see how you were able to do all of this. I would have never had guessed that this would be possible at all. I've been wanting to check out Lua and see if I could make something cool with it for SC4 possibly.

    It's truly amazing to see how much stuff is possible with this game!

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    Once you play with NAM installed, one simply cannot go back!

    I'm waiting for the day when someone makes a Faber College lot for SimCity 4  :lol:

    IMG_3716.jpg.7fe0b78e164e258bac5afb32dc9f9588.jpg

     

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    9 hours ago, TogaMasterJohn said:

    I wonder what the game's performance was like during each disaster haha!

    While I didn't time it with a stopwatch, the tornadoes caused a complete screen freeze for about 2 seconds before getting on with their sashaying. The meteors were a bit slow for a split second at the start, then fine all the way to the ground, but when they hit and go thru the explosion animations it was glitchy-stuttery for prolly 3 or 4 seconds.

    My comp is an i3-3220 so not overly powerful. I do have a half decent, low end graphics card (NVidia GT-710 iirc) and I run in 1280 x 1024 resolution.

     

    9 hours ago, TogaMasterJohn said:

    I'm really curious to see how you were able to do all of this. I would have never had guessed that this would be possible at all. I've been wanting to check out Lua and see if I could make something cool with it for SC4 possibly.

    Are you familiar enough with Reader 0.9.3 to open a plugin file, click a few buttons, type a wee bit, apply the changes (click a button), and then save it? If so, we could split all the posts related to this into a new topic in the modding forum and I can post my code with notes on how to trigger these. Code-wise it's an ugly work in progress, but does the job.

    Right now I simply have the game pop up an Urgent Advisor Message in which I've embedded a linky to the function I wrote. All the effects I've tested are in there and all except the current active one are commented out so they serve as the notes. For creating multiple at the same time, I simply have it in a do loop where you change one number for how many you want.

    If there would be interest, I have an idea to code it as a natural disaster mod and set the odds at like ½% chance per year or such.

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    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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    20 hours ago, CorinaMarie said:

    Here'ya go!

     

    42 Tornadoes:

    7010b-0523.jpg

    ^ Note: These are spawned in random locations based on tile size. The ones that would be on water disappeared immediately. (In case y'all count them.) *;)

     

    147 Meteors:

    7010b-0527.jpg

    7010b-0528.jpg

    7010b-0530.jpg

     

    :O

    YIIIIIIIIIIIIIIIIIIIIIIPE.

    I never got a kick out of inflicting chaos on my cities, because I play SC4 as a stress-reliever, and needless destruction of cities is not a stress reliever to me.

    I guess it's because I grew up a mile and a half from the World Trade Center, and vividly remember it going up. My father would tell me when it was done, it would be the tallest buildings in the world. My wife's last boyfriend, Mike Sheridan, was the Operations Manager for the Twin Towers (7-7) in Port Authority parlance, and had a set of keys that could open every single door in the buildings. If he lost the set, he was out $75,000. He was also a big wheel in the union.

    He saved numerous lives in the 1993 bombing, which is forgotten now, and some of the lives he saved perished on 9/11, among 75 other PA workers. By then Mike was retired and watched it from his sofa in Florida. I got to deal with it from the Newark Emergency Command Center, writing press statements and releases on our response and to calm our frightened residents. Anybody who told him the buildings were not destroyed by the planes got a punch in the nose from him. He knew the buildings cold and the cause of their destruction by heat.

    After 9/11, I never watched "Independence Day" again and studiously ignored its sequel. My wife and I knew people who died in that horror, including the father of one of my daughter's friends. Destroying cities ceased to be funny. But I enjoy building them. 

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    Kiwiwriter

    aka Dave Lippman

    By Day: Senior Press Information Officer for Newark, NJ

    By Night: Occasional SimCity builder

     

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    10 minutes ago, Kiwiwriter47 said:

    I never got a kick out of inflicting chaos on my cities, because I play SC4 as a stress-reliever, and needless destruction of cities is not a stress reliever to me.

    Well, should we decide to create such a mod, you'd have the option to never download or use it. *;)

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    49 minutes ago, CorinaMarie said:

    we could split all the posts related to this into a new topic in the modding forum and I can post my code with notes on how to trigger these

    @CorinaMarie Please count me in on this lesson (Beep), Ma'am, These days I kept thinking how did you achieve this marvelous *;) work in progress, Anyway, I really look forward to confirm my conjecture and learn from your code. *:D

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    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

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    We've split these posts so the topic on the Lua coding for effect triggers can continue without disrupting the Oddities thread. *;)

    Beeping all those who might be interested in re-following the thread:
    (Check the option in the top right corner.)

    @Raymond7cn @City_Slider @TogaMasterJohn @rivit @AsimPika3172 @Terring


    Cori is currently tidying up her code, adding notes, and gathering some pics before posting with the test file and technical details of the code. The idea is to show how it's simple to edit in Reader for this, and provides a framework for potential usefulness for triggering any in game effect. Her post might take a little while, so stand (or sit) by.

    In the meantime anyone is welcome to post in here, but until then...
     

    Spoiler

    So, there was a remote island in the middle of the ocean, which appeared to be engulfed by looming circular shadows:

    UFO-147 - Preview 01.jpg

     

    To where all of a sudden, one hundred and forty seven unknown giant space ships started hovering over the island:

    UFO-147 - Preview 02.jpg

     

    Then they started emitting these green circular magnetic emissions:

    UFO-147 - Preview 03.jpg

     

    And then fired these extremely highly charged laser beams, along with deploying little sub crafts to join the (apparent) fun:

    UFO-147 - Preview 04.jpg


    I don't know what they were hoping to achieve, but that's what happened. :O

     

    And now all that's left to say is:

    Watch this space...

    :uhm:

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    I think those alien fellas are abducting local flora and fauna to terraform other planets, just like what I used to do when I was playing Spore. Remember that game? *:D
    The laser at the end was just for fun. Those aliens have been working very hard, traveling such enormous distances and having so many things to do, so they deserve some fun *:P

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    "If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

    "Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

    "Without deviation from the norm, progress is not possible." - Frank Zappa

    "The wisest men follow their own direction." - Euripides

    Welcome to Fairview, my new city journal *:D

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    In all seriousness, I would love to see this applied to the fire disaster tool. In my tutorial for creating meadows, I talked about replicating the effect of forest fires by just clicking around a bunch. It would be great if a single click could unleash something approximating an actual wildfire.

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    🚜 Get well soon, Cori! 🚜

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    2 hours ago, BartonThinks said:

    In all seriousness, I would love to see this applied to the fire disaster tool. In my tutorial for creating meadows, I talked about replicating the effect of forest fires by just clicking around a bunch.

    This is specifically one of the things CB had in mind when he said "(Although this might all look rather silly and pointless, we've actually got ideas how this might yet prove useful. *:idea:  )".

    Now, I won't be able to attach the Lua function call(s) to any of the Disaster Menu Buttons, but the city tile can be named and that will give access to Mayor mode which is needed to trigger advisor pop up messages and that's where the effects can be initiated. You can then obliterate the city to get back to regular God mode if you like. See how @Terring does it in his Mayor Mode Props in God Mode tiles tutorial. (Item 4) at the bottom of his first post.

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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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    I've gotten a lot of the code documented now and I've added a complete new function to generate the meadows fire thingers. Once the code is posted, y'all can tweak the variables and such to make more or less of these appear as well as how many of the trees get cleared within the clearings.

    Sample using my Smiley's Forest seen in Terring's thread here. *;)

    Before:

    7010b-0560.jpg

    ^ Ok. Based on my taskbar clock this before is after the after, but I exited without saving then went back in to get the pic. *:P

     

    After:

    7010b-0559.jpg

     

    Zoomiered:

    7010b-0562.jpg

     

    And, ofc, it's random each time. I've also coded it to scale for the tile size.

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    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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    Exciting! Those forests and meadows look really natural. 

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    9 hours ago, CorinaMarie said:

    This is specifically one of the things CB had in mind when he said "(Although this might all look rather silly and pointless, we've actually got ideas how this might yet prove useful. *:idea:  )".

    Now, I won't be able to attach the Lua function call(s) to any of the Disaster Menu Buttons, but the city tile can be named and that will give access to Mayor mode which is needed to trigger advisor pop up messages and that's where the effects can be initiated. You can then obliterate the city to get back to regular God mode if you like. See how @Terring does it in his Mayor Mode Props in God Mode tiles tutorial. (Item 4) at the bottom of his first post.

    I actually perform the fire disasters in mayor mode, since that's the point where I'm also clearing shores and adding MMPs, and it's easy enough to toggle back to God-mode editing if need be.

    I wonder (for some point in the future) whether there's some way to change or randomize the shape of the clusters? Maybe that's asking too much or beyond what the game can manage on its own, but it would be interesting to see what kinds of patterns you could create with this method.

    In any case, the test version you posted looks excellent and I'm looking forward to playing around with it when it's released. *:)

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    🚜 Get well soon, Cori! 🚜

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    5 hours ago, BartonThinks said:

    I wonder (for some point in the future) whether there's some way to change or randomize the shape of the clusters?

    Absolutely. *:ohyes:  I could even have it spell my name if I wanted to plot all the points needed. *:lol:

    This is well within Lua coding's territory since the placement of each little fire simply needs the X and Z coordinates plotted. It's a matter of placing a few hundred of those in some close proximity to each other per area to clear. I'm just winging it here, but once posted y'all will be able to tinker with it as you like. My first attempt had randomized cluster sizes and made plus sign (+) looking meadows. >.< My second go was various size squares. :whatevs:

    My third attempt (along with other tweaking) is in a do loop for a random number of iterations and looks like this:

       -- Plot coords inside irregular sort of circular splotch
       Radius      = random(1,ClusterSize * 4)
       RandomAngle = random() * PI * 2
       Offset_X    = math.floor(math.cos(RandomAngle) * Radius) + 1
       Offset_Z    = math.floor(math.sin(RandomAngle) * Radius) + 1

    And those offsets are added or subtracted from the initial plotted center per meadow for each iteration of the loop.

    So, all it needs is some fancy formulas to create any shape you like and even then there could be as many shapes as you want and let the code pick from those randomly as well.

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    1 hour ago, CorinaMarie said:

    Absolutely. *:ohyes:  I could even have it spell my name if I wanted to plot all the points needed. *:lol:

    This is well within Lua coding's territory since the placement of each little fire simply needs the X and Z coordinates plotted. It's a matter of placing a few hundred of those in some close proximity to each other per area to clear. I'm just winging it here, but once posted y'all will be able to tinker with it as you like. My first attempt had randomized cluster sizes and made plus sign (+) looking meadows. >.< My second go was various size squares. :whatevs:

    My third attempt (along with other tweaking) is in a do loop for a random number of iterations and looks like this:

       -- Plot coords inside irregular sort of circular splotch
       Radius      = random(1,ClusterSize * 4)
       RandomAngle = random() * PI * 2
       Offset_X    = math.floor(math.cos(RandomAngle) * Radius) + 1
       Offset_Z    = math.floor(math.sin(RandomAngle) * Radius) + 1

    And those offsets are added or subtracted from the initial plotted center per meadow for each iteration of the loop.

    So, all it needs is some fancy formulas to create any shape you like and even then there could be as many shapes as you want and let the code pick from those randomly as well.

    Oh, wow. That honestly felt like a bit of a moonshot, since I figured the circular shape might be baked into whatever exemplar you're using to generate these.

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    🚜 Get well soon, Cori! 🚜

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    7 minutes ago, BartonThinks said:

    I figured the circular shape might be baked into whatever exemplar you're using to generate these.

    No exemplar at all. It's 100% Lua Code only. *:D

    Edit: Well, there's also LText for the popup box to have linkys to call my functions in the Lua code, but the generation of the effects is all Lua.

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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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    1 minute ago, CorinaMarie said:

    No exemplar at all. It's 100% Lua Code only. *:D

    Sorry, did I say "exemplar"? I meant "sorcery."

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    🚜 Get well soon, Cori! 🚜

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    Woww! sc4game.effects.create_effect, It works?!*:thumb: I'm so excited by seeing another marvelous achievement of CoriBoom™, You are genius, I'll finish tasks at hand as soon as possible to learn it for a whole day, Kind of proud due to correct guess.*:D 

    EllmmbW.jpg

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    Just tested the forest fire effect on a tile with seasonal flora. I'll have to go over the code tweaking instructions! Would love to create some individual "brushes" that could be used to "paint" meadows in different sizes. Incredible work!

     

    One pass with the forest fire effect:

    60c01fd792d8c_Screenshot2021-06-08215509.jpg.e536ee613f4c0d3dfeba0a2aa80602a2.jpg

     

    Multiple passes with the forest fire effect:

    60c0214c147d8_Screenshot2021-06-08220154.jpg.c4706abedc95d089aa4dd0119488e369.jpg

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    🚜 Get well soon, Cori! 🚜

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    For my own tweaking, I added a bit of a skew to the meadow shape.

    If you've copied the code to Notepad++, it's the part in lines 179 to 183. Here's the original (as seen before in a prior post) from v0.01:

          -- Plot coords inside irregular sort of circular splotch
          Radius      = random(1,ClusterSize * 4)
          RandomAngle = random() * PI * 2
          Offset_X    = math.floor(math.cos(RandomAngle) * Radius) + 1
          Offset_Z    = math.floor(math.sin(RandomAngle) * Radius) + 1

    Then I've added a few lines:

          -- Plot coords inside irregular sort of circular splotch
          Radius      = random(1,ClusterSize * 4)
          Skew        = random(1,ClusterSize * 4)
          if Radius > Skew * 2 then
             Radius = Skew
          end

          RandomAngle = random() * PI * 2
          Offset_X    = math.floor(math.cos(RandomAngle) * Radius) + 1
          Offset_Z    = math.floor(math.sin(RandomAngle) * Radius) + 1


    What this does is makes the outer edges of the meadow clusters a bit more irregular.

    Sample run 1:

    7010b-0576.jpg

    ^ Smiley survives better sometimes. *:lol:

     

    Sample run 2:

    7010b-0577.jpg

     

    And, ofc, you can alter the value of More_Cleared in line 190 to clear out more or less of the trees inside each cluster. (The above pics are shown with a value of 2 for that.)

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    Chance favors the prepared mind. ― Louis Pasteur  
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