1. Is it possible to set up a building to where its model changes over time or through "condition".
I would like, if possible, to have a building which is a construction project - phase 1 would me a simple single story frame. After x amount of construction is done (construction is the job available to x number of people) the building goes into phase 2 a taller half frame half completed structure. After x amount of construction or time or something is generated the building is completed and all people are laid off that work there.
Or will I have to manually change the model for the structure after x amount of time in order to make it look like something has been done? Then when its completed change the building laying off all employees?
2. I would like to set up "prospecting" of some sort instead of having large areas designated to certain minerals/oil/metals I would like to have them "hidden" and players have to hunt and search for the resources.
Presently I have iron, bauxite (refined to aluminum), oil. If prospecting is possible I would add tin, gold, silver, coal and uranium to the mix. Some with sale value (like gold) others to be used in manufacture, energy production, etc.
I was thinking about setting 1 or 2 square plots designated to allow certain types of building(s) then players with a build XX skill have to attempt to build a mine (as example) here and there until they hit pay dirt. Is there perhaps a simpler way to do this? or a better way?
----> Is there anyway to find marked off areas i.e. I marked off area as spawn/respawn but can't find it to remove it.<-----
3. I was thinking of shrinking everything to about half the size of normal, reduce the space between buildings to 1 grid square, reduce velocities and speeds to half thus making my world twice the size. However there is the spedometer in the bottom right hand screen which gives mph - is there a way to change the recorded velocity to where instead of reading 30 mph it reads 60 mph giving the illusion of speed to the size of the models?
4. Floating/moving objects in the sky. Say like an advertisement blimp flying through the sky all the time - is this possible?
Ideas for my new world but want to check first.
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
Re: Ideas for my new world but want to check first.
the only tings there is, a basic 'foundation' can be built. where any player can 'add items' to the foundation to construct the building and display the model once the whole build demands are met.... check *settings/buildings/building process, most likely the first few settings will get this type of build.DvdGStwrt wrote:I would like, if possible, to have a building which is a construction project - phase 1 would me a simple single story frame. After x amount of construction is done (construction is the job available to x number of people) the building goes into phase 2 a taller half frame half completed structure. After x amount of construction or time or something is generated the building is completed and all people are laid off that work there.
in the bdat 'building zone' set a number... not sure how high u can go.DvdGStwrt wrote:2. I would like to set up "prospecting" of some sort instead of having large areas designated to certain minerals/oil/metals I would like to have them "hidden" and players have to hunt and search for the resources.
Presently I have iron, bauxite (refined to aluminum), oil. If prospecting is possible I would add tin, gold, silver, coal and uranium to the mix. Some with sale value (like gold) others to be used in manufacture, energy production, etc.
I was thinking about setting 1 or 2 square plots designated to allow certain types of building(s) then players with a build XX skill have to attempt to build a mine (as example) here and there until they hit pay dirt. Is there perhaps a simpler way to do this? or a better way?
on land, 'start block' set your block area and type .buildzone #. buildings with that number in the bdat 'build zone' disignation can only be built in that block.
check out www.tuwr.net, commands on the left column, and show all commands.. do a find fo 'delallmap' there are many options of use for that command. i belive as far as removing those packets are an 'all or none', though.DvdGStwrt wrote:----> Is there anyway to find marked off areas i.e. I marked off area as spawn/respawn but can't find it to remove it.<-----
this CAN be done, tho crudlely.. kind of like how my butterflys are setup on my wildlife...DvdGStwrt wrote:4. Floating/moving objects in the sky. Say like an advertisement blimp flying through the sky all the time - is this possible?
get your plane or blimp model, and move it up high in the ATM converter for the model. you can restrict wildlife to only spawn in certain areas with the '.wildlifebox' (used after 'start block' is set.) and wildlife spawn mode 1. there are also certain surface settings that will make wildlife stay in those tiles or avoid those tiles.
then set wildlife to 1. you might make a wildlifebox around the city you want it over (starting city or such) and set it to 1.... it probably wont be the best, but its the only way i can think of how to accomplish what your trying.
i hope these pointers help just hit me up in the guild chat if you have any other probs or questions.
Re: Ideas for my new world but want to check first.
instead of going threw the trouble of shrinking everything to make the world seem bigger, you could just make the map larger by going in the *settings -> landscape ->tile size, and set it to 250 (the default is 125).DvdGStwrt wrote:3. I was thinking of shrinking everything to about half the size of normal, reduce the space between buildings to 1 grid square, reduce velocities and speeds to half thus making my world twice the size. However there is the spedometer in the bottom right hand screen which gives mph - is there a way to change the recorded velocity to where instead of reading 30 mph it reads 60 mph giving the illusion of speed to the size of the models?
nope, you can't change the speedometer rate.