Jump to content
         

heu3becteh

Member
  • Content Count

    7
  • Joined

  • Last Visited

Everything posted by heu3becteh

  1. Can you place props (like light and benches and whatever) in the Asset Editor precisely (be it grid snapping, display of coordinates or whatever)? For now the best I could do - is to check the coordinate values of props while placing them using Mod Tools, without being able to input them numerically. In Mod Tools there are a bunch of interesting properties found on... Tool Controller - PrefabInfo - BuildingInfo+Prop But I dunno if you can make changes made there affect the result? For now I just place Props and set colors as precisely as I can do it unprecisely (: Best regards.
  2. So I have done it, now you can place Props in Asset Editor with 0.5 m Grid Snap. http://steamcommunity.com/workshop/filedetails/discussion/766190099/1694914736013550365/ P.S. All the credit goes to original "Move It!" mod author, obviously.
  3. Thank you for that useful and high quality mod. For now it saved a good amount of my time to fully bulldoze one of my city districts. I am sure the other mods are good too, but for now I am fixated on one thing... I will appreciate it very much if this mod will help to place Props in the Asset Editor precisely. The mod already does it, really, but the snap step is too large (8 meters). As far as I understand it, this mod can do a snapping to 0.5 meters (or any other number) in the Asset Editor just by changing one value in code ("Mathf.Round(testPosition.z / 8f) * 8f" -> 8f to 0.5f). Is it possible? Best regards.
  4. I believe it would be possible with "Move it!" mod. https://github.com/SamsamTS/CS-MoveIt/tree/master/MoveIt https://steamcommunity.com/sharedfiles/filedetails/?id=766190099 This useful mod already snaps props to the grid in Asset Editor. But now it snaps to full grid cell (8 meters). If it would snap to 0.5 meter - that would be great. As I understand, it will work like that just by changing "MoveIt.cs" a bit. Now for "// Snap to editor grid" it has: >float x = Mathf.Round(testPosition.x / 8f) * 8f; float z = Mathf.Round(testPosition.z / 8f) * 8f; I assume it would do the magic if there would be: float x = Mathf.Round(testPosition.x / 0.5f) * 0.5f; float z = Mathf.Round(testPosition.z / 0.5f) * 0.5f;
  5. Thank you for the reply. "asset_prop = ToolsModifierControl.toolController.m_editPrefabInfo.m_props[9].m_finalProp as PropInfo;" gives me "Type 'PrefabInfo' does not contain a definition for 'm_props' and no extension method 'm_props' of type 'PrefabInfo' could be found (are you missing a using directive or an assembly reference?)" though. The thing I want to check is whether "Instantiate" will set another coordinates for the instance that could be saved. As I understand it: there are "prefabs" - sort of templates, general properties of some prop that are used by "instances" - these props already placed in your asset with coordinates. And "Instantiate" may be the very process that gives some "prefab" "template" the place on your asset with coordinates. In Mod Tools "m_editPrefabInfo.m_props[].m_finalProp" have this "Instantiate" "method", but it seems you have to reference "m_props[].m_finalProp" some other way, which I have quite grim hope doing.
  6. May it be possible to change "actual" coordinates with the "Instantiate" "metod"? I am quite a noob in the C:S scripting language (it is something like C#, I guess?), so I am having trouble even referencing "ToolsModifierControl.toolController.m_editPrefabInfo.m_props[9].m_finalProp" (that line is wrong). The thing I want to try is changing the coordinates in "ToolsModifierControl.toolController.m_editPrefabInfo.m_props.[9].m_finalProp.Instantiate(Object original, Vector3 position, Quaternion rotation);", but even the "var asset_prop = ToolsModifierControl.toolController.m_editPrefabInfo.m_props.[9].m_finalProp as PropInfo;" gives me Error (the array-list part seems the most suspicious to me). Maybe there is some basic tutorial somewhere (now checking info here)? Or maybe someone already checked this "Instantiate" thing and knows that trying it is futile? P.S. I can run the script to set the colors precisely (it helps, thanks again) somehow only from the console, and the script run as a script gives an error, maybe I need to add some "using Whatever;"? That is not a problem, of course.
  7. Thank you for the reply and for the script, I will try using it.
×