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Visual Studio Modding Template Extension
bhounsome commented on Waverunner's file in CSL Programs & Tools
Hi, thanks for the upload but I'm having a little trouble using it. I'm using Visual Studio Community '15 and when I try getting the template to run by double clicking I get a "Extension not installable on any currently installed products' error. Is there a work around I can use, or is this a common problem? I've never used Csharp or VS before but ultimately I'm trying to create a mod for a police station that generates routable patrol cars, as with buses. I thought having this template may be helpful for me to create a workspace in which to try and 'cross-breed' if you like a pol stn and bus depot. I'm using ILspy to try and examine the properties that relate to vehicle generation in the Assemblycsharp.dll but haven't been able to find them yet. I've been pointed to some coding files on github, which through comparison give an indication of commonly needed lines of code but nothing about vehicle generation which is what I'm really after. Sorry BT dubs,After having selected .NET Framework 3.5, I am unable to find the Skylines Mods folder in the explorer window on the left. Thanks for any help- 10 Comments
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Hello my fellow Master Manipulators of Minute Metropolitan Minions!
bhounsome replied to bhounsome's topic in Cities: Skylines Modding - Open Discussion
Thx, in that case I will also be looking at a way to make police vehicles act as mobile stations maybe. I couldn't find your username on Github who should I search for, also could you tell me where these tutorials are please? I can only seem to find ones related to making custom assets in 3DS Max etc. -
Hello my fellow Master Manipulators of Minute Metropolitan Minions!
bhounsome replied to bhounsome's topic in Cities: Skylines Modding - Open Discussion
Thx 'Bofo, do you know if Police vehicles have any effect on crime when they're patrolling? Specifically relating to proximity, like an AOE crime debuff, if that makes sense? OK, so I'm using Scene examiner and ILspy to have a root through some of the variables, of both the Depot and Pol Stn.(in the Asembly CSharp dll) Can you, or anyone, give me a steer on where to find the data pertaining to vehicle generation please? My coding's a little beyond rusty as it's been a while since I learned on Turbo Pascal! I've downloaded mono and it's dependencies,(for compiling assets from scratch?) Xamarin to decompile and reverse engineer existing assets. I was hoping to be able to work out what's what just from looking and comparing but that's beyond my ability, does anyone know of a commented/annotated code at all? Thanks in advance Mayors.. -
Hello my fellow Master Manipulators of Minute Metropolitan Minions!
bhounsome replied to bhounsome's topic in Cities: Skylines Modding - Open Discussion
Hi bofo, thanks for replying. I'm using Bloody Penguin's Mod Tools, will changes I make here be sufficient to change the building AI at this level? I'm keen to experiment with Mod tools (asset viewer)in the asset editor and have also subscribed to Snow_cat's collection, the primary problem I have at the moment is I don't know how to test new buildings, is there any way of doing this in the asset editor? I have the crash on exit problem at the moment, so switching to game is very time consuming for me. (Don't worry I'm not asking for help about that here, unless anyone's got a golden egg of a solution ;)) As to the vehicle AI, I think it depends on which base asset I end up choosing to mod, ergo; Opt 1) Reskin and add Police station effects (with snow_cats Asset/AI Asset Item Class/Asset Prefab(+building) AI changer?) to Bus Depot, then with Advanced Vehicle Options have it generate police cars or Opt 2) Change the police station's "subtype"? to that of a depot and have it generate police cars in the same way. What do y'all think? -
Hello my fellow Master Manipulators of Minute Metropolitan Minions!
bhounsome posted a topic in Cities: Skylines Modding - Open Discussion
Hi Champs! Long term Simtropolis citizen/lurker here, I'm after some help with modding building AI. I've watched a few youtube tutorials an done a fair bit of forum digging but everything I've found seems to be based around creating assets from a graphical standpoint. I'm interested in trying to create a Police Station that enables the directed patrols of police cars. I assume I need to change the building AI maybe so it's designated primarily as a police building and it's secondary AI that of a bus depo. I have the Snow_cat AI mods installed but am pretty clueless as to what to do, or if what I'm saying's even possible? I'd be really grateful for any help, or to be pointed in the right direction of a forum that could? Thanks a tonne, chums -
I've been a member of Simtropolis for a little while now, but I generlly tend to keep myself to myself and just soak up whats being said, tips ideas etc. However when it comes to SCS I felt compelled to speak. What an abject dissapointment! What is the point of the game? It's a mish mash of concepts, which provide very little entertainment value at all, seeing as the whole time is spent balancing a list of numbers along the bottom of the sreen. You'd be better served building a garden in Viva Pinata for any sort of challange and more realism. I had barely got through the demo before I already hated it. Why would I want to build a "fun" city that is home to 5 spooky barns which release ghosts and cause the endless screams of cretins with silly names.Plop 10 chunks of painted wall and, oh my ! it's the cultural equivilent of the hanging gardens of babylon. Even for
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Thanks for the quick response greyveil, and France have just won. Not a bad night, now on with the format....
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I'm not sure if this is the place to ask, and I'm sure there's a very obvious answer, but here goes. Where do I find my cities / regions in order for me to back them up? I intend to reformat one of my Hds but don't want to lose my work.
