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City-building game(s)

Found 4 results

  1. Caoiva Foxhole Map

    Version 1.0.0

    228 Downloads

    First time making a map ever so hopefully I posted this correctly. This map is based on the map from the game Foxhole. Foxhole is a MMO based in a WW1/WW2 style world with persistent war. Wardens in the north and Colonials in the south fight over the land. Heres a picture of some of the Deadlands To install you use use SC4 Mapper 2013. Link: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2880
  2. I am in the middle in creating a break through lot and very unique but temporary stuck in making GUID bcoz i need the information of city population to read in my coding, i know there is a command game.g_city_r_population but this one is not real time and automatically updated. So i make some coding to get an update about city population. So anyone know what is the hex address of this population info? Thanks in advance.
  3. Hex Editing Fun in SC3000

    The Hex Editor is fun to play with.
  4. Hello everyone, I've been compiling a list of all the properties that I know of that are editable within ploppable assets, and what each one does and how to manipulate it. This topic will be a record of these and we can keep expanding it as more variables are exposed. For now I only know of properties within the ToolController's editPrefabInfo um, section, module or whatever its called. Once we learn more we can change the title of the topic. I'm not a programmer so I have really no idea what any of the code means or anything else. I just have patience to do tests, experiment and analyse. Please consider contributing your own discoveries to this list. -- FAQ What is ToolController and m_editPrefabInfo? Please consider contributing if you know more, as I have not really any clue. But I know that's where most of these variables that we can manipulate are located. I think these are only related to stuff you can plop, so when someone step up to provide us with modding information we can again, update this topic accordingly. (More info needed) How do I examine m_editPrefabInfo The best way I know of is through a Mod called Mod Tools by nlight. Get it here. Once you have the mod, enable it in content Manager, then open an asset that you wish to examine in the Asset editor. Click anywhere in the editor scene, then press CTRL+E to open the Mod Tools explorer. On your left is a huge list of um, modules or whatever they are called. Find ToolController. Click on it. Just down the list is another instance of ToolController, Click on it. Welcome to the Tool Controller. As you can see there are a bunch of lines of code and variables that we can apparently edit, but for now I've only learned what the stuff inside the PrefabInfo m_editPrefabInfo section does. So find the line that reads PrefabInfo m_editPrefabInfo and collapse it. This is where we will be fiddling with stuff. Why should I examine ToolController and m_EditPrefabInfo? If you want to modify your assets in certain ways, to make them more appealing or for any other practical reason, you'll want to learn your way around this interface. NOTE: Different types of assets have different properties. For instance, only props and tress have the m_createRuining property, which causes the dirt-patch to appear when plopped. For the sake of clarity, I won't include include properties who's effects are too obvious, or uninteresting. I'll also include properties that look interesting, even if I still don't know how to use them. Green = Information complete more or less complete. Orange = Partial information. Red = Very little information. Please comment below to add your knowledge. List of Editable Properties and what they do (Incomplete, more info needed) m_createRuining m_autoRemove m_circular m_clipTerrain m_flattenTerrain m_fullGravel, m_fullPavement m_placementMode m_useColorVariations m_expandFrontYard m_placementStyle m_material m_MaxBrightness, m_MinBrightness m_MaxScale, m_MinScale m_UICategory, m_UIEditorCategory m_UIPriority m_variations m_noBase
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