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SimCity 4 Devotion Custom Content Showcase => BSC Creations => BSC Place => Team Custom Content Projects => Swamper's Garage => Topic started by: Swamper77 on July 21, 2007, 02:11:08 PM

Title: Automata Generator Requests
Post by: Swamper77 on July 21, 2007, 02:11:08 PM
It has come to my attention that generator lots are a popular idea lately. I'm opening this thread so you can request a specific type of automata generator. I will update this post as I release them.

Passenger and Freight Train Generators (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=975)
Freight Truck Generator (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1014)

-Swamper77
Title: Re: Automata Generator Requests
Post by: FromTheAshes on July 21, 2007, 02:17:07 PM
Hi, I already told you, that a boat generator would be very cool!  ;)
Title: Re: Automata Generator Requests
Post by: metasmurf on July 21, 2007, 02:24:57 PM
A truck generator is really needed IMO.
Title: Re: Automata Generator Requests
Post by: snickm on July 21, 2007, 07:31:35 PM
I agree with metasmurf about the trucks.  Is this also feasible for airplanes?
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 21, 2007, 07:40:58 PM
The aircraft one may be a little tricker to do. Same with the watercraft. These sets of vehicles appear to be controlled by the game's EffectsDirectory, but I will see what I can do about making generators for these. They will require more work than road traffic automata. That much is certain.

Freight truck automata generators are easy to do so I will tackle that first. However, I cannot control which way they will travel on the roadways, so they will be able to go both ways on a road/street.

-Swamper77
Title: Re: Automata Generator Requests
Post by: flexxmatthews on July 21, 2007, 10:06:09 PM
As I said in response to the release of your recent train automata releases.... &apls &apls &apls Kudos.... I also am interested in other types of automata to put into my cities like truck, air and water...I will be supporting and anxiously awaiting anything you develop. Thanks so much again for your devoted attention to this aspect of the game. :thumbsup:
Title: Re: Automata Generator Requests
Post by: Ennedi on July 22, 2007, 12:33:15 AM
We met first time at the sea theme and today I will stay with it. My present request is

More realistic ferries

In - game ferries are very small and unrealistic, see below

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg227.imageshack.us%2Fimg227%2F9043%2Fimg0037impaf6.jpg&hash=0c72c5c44624c2a61902d4624797ad900eb1b932)

Of course their size depends on the size of ferry ports - they are quite small too (except the Somy's one, but it is only a landmark)
But I think it would be great to use the Jeronij's ferry:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg227.imageshack.us%2Fimg227%2F4375%2Fimg0190impnn7.jpg&hash=9bd1454f95d07b1b332252bc0eba23465b33ffdf)

Transmediterranea ferries are very popular on the Mediterranean sea and they are medium - sized. Not as big as P&O and scandinavian giants, and not too small. I think they are very good in this case.
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 22, 2007, 01:01:25 AM
Ennedi,

Unless I get either a GMAX or 3DS file of that ferry model, I can't do anything to make that into automata. I need the source files the creator used in order to make an automata model of it. I will keep it in mind for later

BTW, this thread is for requesting automata generators, not actual automata. ;)

-Swamper77
Title: Re: Automata Generator Requests
Post by: Ennedi on July 22, 2007, 01:11:25 AM
Sorry for the mistake, Swamper!  ::)

About ferries - I think I will PM to Jeronij later and ask for his permission. Maybe you will have some time for it in future  :)
Title: Re: Automata Generator Requests
Post by: Glenni on July 22, 2007, 01:53:12 AM
the thing is ennedi, the standard ferries are perfect for the ferry ports in game, because well, they're small, and for local areas. if you want bigger ferries you'd also need a bigger port for realism's sake. ;)

And speaking of Scandinavian giants...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi80.photobucket.com%2Falbums%2Fj179%2FGlenni91%2FBAT%2520pics%2Fbergensfjord.jpg&hash=9118577eeb53ff922338d7425d479d48813def59)
here's one of the ferries from my local area, made to cross a fjord here in 20 mins.
Faster than the old types, and also more enviormentally friendly, as it's powered by natural gas (LNG) rather than diesel or petrol.

Title: Re: Automata Generator Requests
Post by: Ennedi on July 23, 2007, 01:08:00 PM
I have two propositions (I hope they are simple):

1. Paraglides generator. I saw them many times at the seashore - I think the default marina generates them (?), but never have seen paraglides over mountains and it would be great.

2. Seagulls generator - transparent base, it would be very nice to put it on the cliff (this is their homeplace). Now seagulls are connected with some beaches (also some ships)
Title: Re: Automata Generator Requests
Post by: Dark_Jedi06 on July 23, 2007, 05:07:33 PM
Wow...I love the train generator! :thumbsup: It took me a while to figure out that it was in the train menu and not the park menu... :'(

How about whipping up a GLR generator? :P
Title: Re: Automata Generator Requests
Post by: Emperor Stormont on July 23, 2007, 05:16:11 PM
@ Jedi......totally agree

would love to see my GLR busy and alive
Title: Re: Automata Generator Requests
Post by: snickm on July 23, 2007, 05:54:29 PM
I also agree about the GLR.  Would be a nice addition.
Title: Re: Automata Generator Requests
Post by: vester on July 24, 2007, 04:34:26 AM
Wonder if this is possible.

Working on some trains, three different types, and it would be could if they could spawn from different stations ?
Can this be done with cars (carriages) after the engine ?
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 24, 2007, 02:19:42 PM
Ennedi: The hang gliders are controlled by an effect prop. The prop is called "Effect_HangGlider" and all it needs is to be placed on a lot. The seagulls are controlled in the same manner with the prop "Effect_Seagulls". I will see about doing this for you.

@Dark Jedi: Sorry about the placement of the lot. I said it was in the Rail Menu in the description ;) A GLR generator could be done. Are you looking for a whole train or just single units?

@Vester: I could set the engines to spawn from different stations, but probably not the cars. Since all cars of a particular train type (passenger, elevated/GLR, monorail, freight) are of the same class type, they would be mixed together. GoaSkin tried this awhile back with trying to define a commuter rail train that would appear within cities only, but it did not work as intended. I will see what I can do though with the scripting routines that I can write.

-Swamper77
Title: Re: Automata Generator Requests
Post by: Emperor Stormont on July 24, 2007, 02:21:19 PM
I know the question was put to Jedi.... personally I would like to see whole trains on the GLR line  ;)
Title: Re: Automata Generator Requests
Post by: Dark_Jedi06 on July 24, 2007, 05:47:34 PM
Whole trains are better then the single unit trams. ;D
Title: Re: Automata Generator Requests
Post by: vester on July 24, 2007, 06:03:34 PM
Thanks Jan. Maybe have Daeley give you hand ?
Title: Re: Automata Generator Requests
Post by: Travis on July 24, 2007, 11:16:32 PM
Quote from: Ennedi on July 23, 2007, 01:08:00 PMI have two propositions (I hope they are simple):

1. Paraglides generator. I saw them many times at the seashore - I think the default marina generates them (?), but never have seen paraglides over mountains and it would be great.

2. Seagulls generator - transparent base, it would be very nice to put it on the cliff (this is their homeplace). Now seagulls are connected with some beaches (also some ships)

Done! Both lots are attached below...
Both have a transparent base, by the way.  :)

Remember to read the read-me!
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 24, 2007, 11:57:15 PM
Thank you, Travis. Less work for me to do :thumbsup:

-Swamper77
Title: Re: Automata Generator Requests
Post by: Ennedi on July 25, 2007, 12:14:51 AM
Thank you very much!  &dance

I think I have an interesting place to use them - you will see  :)
(But I need 1 or 2 weeks to start MD - I'm hurry but have too much work in RL  &mmm)
Title: Re: Automata Generator Requests
Post by: Travis on July 25, 2007, 12:30:00 AM
You're welcome, Jan.  :)

You're welcome too Ennedi, I will definitely look forward to your MD.  :thumbsup:
Title: Re: Automata Generator Requests
Post by: Diggis on July 25, 2007, 01:02:38 AM
Just a note on the seagulls, Peg said they are a huge resource hog due to the way they are animated.  This is why cities with the default land fill will slow up after a while.  He said there is another bird animation, not sure what bird, that was easier on the computer.
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 25, 2007, 01:28:06 AM
Diggis,

The other bird type Effect would be pigeons. ;)

-Swamper77
Title: Re: Automata Generator Requests
Post by: Travis on July 25, 2007, 01:30:36 AM
Quote from: Diggis on July 25, 2007, 01:02:38 AM
Just a note on the seagulls, Peg said they are a huge resource hog due to the way they are animated.  This is why cities with the default land fill will slow up after a while.  He said there is another bird animation, not sure what bird, that was easier on the computer.

Hmmm, they didn't cause any slowdown when I tested them, but I didn't plop huge numbers of them either. Thanks for the feedback.  :)
Title: Re: Automata Generator Requests
Post by: Diggis on July 25, 2007, 02:11:46 AM
I didn't use your lots it was just something I heard.  It more when you get a few of the seagulls running in a large city.  Removing the seagulls seems to solve the issue so I have heard.
Title: Re: Automata Generator Requests
Post by: Ennedi on July 26, 2007, 12:57:49 PM
Seagulls: I will check them next few days and report to you.

Swamper, I have the next idea (aren't you tired of my ideas yet?  ::))

What do you think about fire truck and ambulance generators? It would be good if you would use your own automata - they are excellent and we can see them ingame only occasionally  ;)

Great scenes could be arranged  :D
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 26, 2007, 02:56:39 PM
Ennedi,

Since my emergency vehicle automata are keyed to the same classes as the ingame defaults. It wouldn't take much to do. However, I cannot specifically specify that only my vehicles (and not the game's vehicles) are to be spawned without updating my existing automata files with new Occupant Group IDs. I'm not saying I wouldn't do the updates, but I'd have to notify everyone that downloaded them previously and have them download all the vehicles again and reinstall them. &mmm

BTW, an ambulance generator already exists in the game. It's just the fire truck generator that doesn't exist. Granted, the ambulance generator only produces 1 at a time, though. I assume you are asking for a script that produces more than 1 at a time. To make the script appropriately, I need some variables for the automata to be released by the generator:

How often? PER HOUR, PER DAY, PER WEEK? (pick one)
How many at a time? (#)
Time interval between releases of automata? (# of seconds)
How many automata total to be released? (#)

I understand that some people like the HUGE volumes of automata produced by Mike Seith's automata generator, but that won't be appropriate for ones spawning emergency vehicles, trains, etc. So try to use some reasonable numbers when filling in the variables I have listed that need numbers. ;)

-Swamper77
Title: Re: Automata Generator Requests
Post by: Pat on July 26, 2007, 10:05:12 PM

Jan ty for you hard work that you do for everyones special request... this is a awsome idea and service...
i just have praises for you my friend...... - pat
Title: Re: Automata Generator Requests
Post by: Ennedi on July 28, 2007, 02:10:33 PM
Swamper,

Thanks a lot for such quick and profound answer :)

QuoteSince my emergency vehicle automata are keyed to the same classes as the ingame defaults. It wouldn't take much to do. However, I cannot specifically specify that only my vehicles (and not the game's vehicles) are to be spawned without updating my existing automata files with new Occupant Group IDs. I'm not saying I wouldn't do the updates, but I'd have to notify everyone that downloaded them previously and have them download all the vehicles again and reinstall them.
I understand the trouble, I think updating your automata is not necessary. If they appear randomly, I will wait for them  :D

QuoteBTW, an ambulance generator already exists in the game. It's just the fire truck generator that doesn't exist
To be honest, it is not quite clear for me. I think it's because my poor English. Does the ambulance generator exist or not? If yes, where?
The same question about fire truck generator.

QuoteI assume you are asking for a script that produces more than 1 at a time.
Hmm... I think 1 ambulance at the time is enough. But 2 or 3 fire trucks at the time is reasonable.

QuoteI understand that some people like the HUGE volumes of automata produced by Mike Seith's automata generator
Yes, this generator is very useful and I use it, but only the moderate version. I don't like cars going one through another  :D. My opinion about it: too much cars in heavy traffic version, too short distance on wchich cars appear in both versions.

QuoteHow often? PER HOUR, PER DAY, PER WEEK? (pick one)
How many at a time? (#)
Time interval between releases of automata? (# of seconds)
How many automata total to be released? (#)
As I know, game default speed in slowest mod (Turtle) is 1 day = 2 seconds. So, one time per week is enough.
How many at a time? Ambulance: 1. Fire truck: 2 or 3 (you can decide)
Time interval between releases of automata: I understand this is an interval between their series (example: 3 trucks - break - 3 trucks). If I'm wrong, improve me. If I'm right, let's say 10-15 seconds.
How many automata total to be released? Let's say 3 series.

At the end I must say I like your idea of these traffic generators. I think their main function is arranging of various scenes in the time and place choosen by player. When I request them, I think not only my specific needs, but also about their usefulness for other players. So I ask you - help me to choose parameters wchich can be good for more people  :)
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 28, 2007, 05:02:45 PM
Quote from: Ennedi on July 28, 2007, 02:10:33 PM
To be honest, it is not quite clear for me. I think it's because my poor English. Does the ambulance generator exist or not? If yes, where?
The same question about fire truck generator.

The ambulance generator exists ingame and is usually attached medical facilities such as the Large Medical Center. The fire truck generator does not exist. There is a property that makes some appear directly after you place a fire department lot, but no more are created after those ones disappear. For you particular project, I would just have to create the fire truck generator. ;)

-Swamper77
Title: Re: Automata Generator Requests
Post by: Ennedi on July 28, 2007, 05:16:24 PM
Everything clear, thank you!  :thumbsup:
Title: Re: Automata Generator Requests
Post by: allan_kuan1992 on July 29, 2007, 05:26:26 AM
Is it possible for you to make a bus generator?

A little off topic... but I think some new mini-bus automata should be made for small communities that need transit service but without the big buses...
These mini-buses, if made, should also work well on curves without having to suffer from the "side-smack" bug, where the end of the bus smacks another vehicle while attempting a curve.

- Allan Kuan
Title: Re: Automata Generator Requests
Post by: vester on July 29, 2007, 05:32:35 AM
Yes that is possible. The game came with one: the school buses.
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 29, 2007, 03:52:20 PM
Quote from: allan_kuan1992 on July 29, 2007, 05:26:26 AM
Is it possible for you to make a bus generator?

A little off topic... but I think some new mini-bus automata should be made for small communities that need transit service but without the big buses...
These mini-buses, if made, should also work well on curves without having to suffer from the "side-smack" bug, where the end of the bus smacks another vehicle while attempting a curve.

- Allan Kuan
A bus generator can be done. You mind if I make the generator lot look like a small rural roadside bus stop?

I hear you on the curves part :D If someone is willing to create the detailed model of the shorter transit bus, then I will be willing to make the automata version. I could try to make a shorter bus model, but my vehicle modeling skills are kind of substandard. If I do make a shorter bus model, you will end up with whatever is used in my area. The local buses around here are blue and/or white. Making it replace the default bus is no problem, but specifying when and where an additional bus model appears is beyond my skills at the moment.


Quote from: vester on July 29, 2007, 05:32:35 AM
Yes that is possible. The game came with one: the school buses.
The school bus generator has a nasty side effect of spawning vans/SUVs near elementary schools. There are actually a few school bus generators, one for elementary schools as I just mentioned, one for high schools, and one for museums. There may be another one or two, but I would have to check the game's LUA files to be sure. All of the existing ones in the game spawn other automata besides the school buses, so a new one will have to be written to spawn school buses specifically.

-Swamper77
Title: Re: Automata Generator Requests
Post by: Rayden on July 29, 2007, 05:04:33 PM
Is my help needed? ;)
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 29, 2007, 05:05:41 PM
Quote from: Rayden on July 29, 2007, 05:04:33 PM
Is my help needed? ;)

Only if you have a model of a short transit bus (shorter than the default one)

-Swamper77
Title: Re: Automata Generator Requests
Post by: Rayden on July 30, 2007, 10:15:38 AM
Unfortunately I didn't find any like you wanted, apart from the ones I showed you yesterday. I found this one, but I really don't like it very much, too simple, despite that in the game noone will tell the diference ;) Maybe you can have it modified and retextured. :thumbsup:
Title: Re: Automata Generator Requests
Post by: allan_kuan1992 on July 30, 2007, 01:46:26 PM
making it look like a bus stop will work for me...

And how do you make these lots to generate traffic?

- Allan Kuan
Title: Re: Automata Generator Requests
Post by: Swamper77 on July 31, 2007, 03:37:50 AM
Quote from: allan_kuan1992 on July 30, 2007, 01:46:26 PM
making it look like a bus stop will work for me...

And how do you make these lots to generate traffic?

- Allan Kuan
With LUA script files and custom Occupant Group IDs which are attached to the building exemplars on the lots. ;) Unless you know how they are written, I would not recommend trying to make an automata generator script on your own.

As far as traffic goes, these generators create visual traffic, not the actual traffic. You could tell a generator script to output 100 cars and place the lot associated with the generator alongside an empty street. The traffic view will still show green for that street. The capacities of transit-enabled lots and the networks only count the actual commuters/freight traffic. They don't count the vehicles created by generator scripts.

-Swamper77
Title: Re: Automata Generator Requests
Post by: Swamper77 on August 01, 2007, 09:32:54 PM
The Freight Truck Generator (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1014) has been released. The Lot will produce 6 trucks a day onto the nearest roadway and stops producing them after the 6th truck. Once one of the first 6 trucks disappears, then it will create another to replace it. The Lot is in the Parks Menu, in the upper part of it. This file will also work with any custom freight trucks you may have installed such as the Vandy Automata Set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=586) I released previously.

-Swamper77
Title: Re: Automata Generator Requests
Post by: rickmastfan67 on August 02, 2007, 07:35:43 AM
Quote from: Swamper77 on August 01, 2007, 09:32:54 PM
The Freight Truck Generator (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1014) has been released. The Lot will produce 6 trucks a day onto the nearest roadway and stops producing them after the 6th truck. Once one of the first 6 trucks disappears, then it will create another to replace it. The Lot is in the Parks Menu, in the upper part of it. This file will also work with any custom freight trucks you may have installed such as the Vandy Automata Set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=586) I released previously.

-Swamper77

Nice.  Going to download that and add it to my cites when I load SC4 the next time.  :thumbsup:
Title: Re: Automata Generator Requests
Post by: Shadow Assassin on August 03, 2007, 07:33:42 PM
Uh, what about full-sized bus generators? You know, to spawn buses. Shame we can't have bendy-buses from time to time, seeing as they're so common here.
Title: Re: Automata Generator Requests
Post by: Swamper77 on August 03, 2007, 08:00:15 PM
Shadow,

In the game, there is only one definition of "bus" so that is what the script would put out onto the roadways. Articulated buses are possible, but it takes some extra coding to do because you have to define the back part as a "trailer" of the front part. Not saying it's too hard, but it will take a bit of work to make sure it doesn't affect anything else.

-Swamper77
Title: Re: Automata Generator Requests
Post by: plunderer on August 09, 2007, 12:26:52 PM
I would like to see many GLR(EL Rail) Trams are running  ;D
Could anyone make the Generator?
Title: Re: Automata Generator Requests
Post by: Olasz on August 09, 2007, 02:11:27 PM
Quote from: Swamper77 on August 03, 2007, 08:00:15 PM
Shadow,

In the game, there is only one definition of "bus" so that is what the script would put out onto the roadways. Articulated buses are possible, but it takes some extra coding to do because you have to define the back part as a "trailer" of the front part. Not saying it's too hard, but it will take a bit of work to make sure it doesn't affect anything else.

-Swamper77

well, I have already experimented with this, however I was not satisfied how the trailer acts at turns. And UDI was falling to tractor and trailer apart with a gap and suddenly stick together when following paths
Title: Re: Automata Generator Requests
Post by: buddybud on December 30, 2007, 09:17:50 PM
hi swamper...

i have a question regarding this mod. first let me say i havent used these generators so if this question is dumb please excuse and disregard this.

as you know about a year ago i was working on car-->subway conversion lots simular to the blahdy's big dig but intended for small stacked intersections. the one big problem i ran into was that traffic ran across them into the tunnels. but the traffic passing out of the tunnel and up the ramp would not appear untill it left said ramp. could the methods you used be additionally used to generate automata on one side of a transit enabled lot (tunnel exit) and have it then travel across the lot and then out onto the regular road. thus making up for my original problem of not having exit automata?

thanx again
and ignore all this if its not appropriate  ()stsfd()


Title: Re: Automata Generator Requests
Post by: Swamper77 on January 04, 2008, 10:38:31 PM
Buddybud,

Could you please clarify your request a bit more? I have an idea of what you are asking for, but not completely sure as to what you are asking.

-Swamper
Title: Re: Automata Generator Requests
Post by: RebaLynnTS on January 18, 2008, 09:44:45 AM
Sorry if this is a bit off topic, but I am going to update my Katrina Memorial Trauma Center, and want to add the choper, but not sure how. You can PM me if you prefer.
Title: Re: Automata Generator Requests
Post by: Swamper77 on January 24, 2008, 10:49:19 PM
Adding helicopters to Lots is really simple. There are several "Tag" props in the Lot Editor for various helicopters (ie the Medical Helicopter). Just add one to your Lot where you want the helicopter to appear.

However, the helicopter won't take off on its own unless an accident occurs in your city. It will stay parked until such an event occurs. The player will also be able to fly it around in UDI Mode as well.

-Swamper
Title: Re: Automata Generator Requests
Post by: RebaLynnTS on January 25, 2008, 08:26:10 AM
Cool, I was hoping it was pretty easy, just had not found any info on it.
Title: Re: Automata Generator Requests
Post by: soulstealer on March 03, 2008, 08:10:45 AM
Hi sawmper I've dl your freight truck generator plugin from lex and was wondering how to incorporate it into my own lots. I've made some container port/yard lots http://sc4devotion.com/forums/index.php?topic=4002.0 soon to be released.

I hope this is allright with you. I want the two freight yards to spawn the freight automata. What files from your DAT do I need to copy into my lot files?
Title: Re: Automata Generator Requests
Post by: Swamper77 on March 03, 2008, 10:36:11 AM
Soulstealer,

You need to add the correct Occupant Group ID to the lot. The Occupant Group IDs are labeled in the LUA file of my download as to which trains they will spawn. You must link my download as a dependency, as I will not allow you to copy the LUA script file from my download and merge it into your file(s).

-Swamper
Title: Re: Automata Generator Requests
Post by: soulstealer on March 03, 2008, 12:11:31 PM
Just add 0xA3814 to the occupant group? very simple. thanks!!!

btw they spawn trucks not trains, right?
Title: Re: Automata Generator Requests
Post by: Swamper77 on March 03, 2008, 09:29:01 PM
Yes, you are correct. I was typing in a hurry this morning and didn't fully read the post of yours.

-Swamper
Title: Re: Automata Generator Requests
Post by: CasperVg on March 24, 2008, 12:39:39 AM
Hi,

I was wondering if it would be possible to make CP's vehicle props into automata, and if it is possible; would it be hard?
Title: Re: Automata Generator Requests
Post by: Swamper77 on March 24, 2008, 01:15:11 AM
Casper,

The only way this could be done is if CP gave me all of his vehicle models to me so I could convert them. BAT models cannot be used for automata due to how they are generated. Automata models are very similar to the models used for networks/puzzle pieces. Unless I get the models from him, I can't do anything for your request.

-Swamper
Title: Re: Automata Generator Requests
Post by: superhands on April 07, 2008, 08:55:58 AM
swamper, is it possible to to have an automata DE-generator? ie for rural areas. cas ther is to much traffic visually on my roads.
Title: Re: Automata Generator Requests
Post by: vester on April 07, 2008, 09:22:29 AM
I would say: No

Generated traffic has nothing to do with the transportation. The generated traffic is spawn from a lot. In the area around the lot, you will see the type of automata that is connected to the lot.
Title: Re: Automata Generator Requests
Post by: Swamper77 on April 08, 2008, 04:57:34 PM
Vester is correct. The generators I create only create a certain type of traffic or place specific vehicles onto the nearby roadways. A de-generator cannot be made.

I suggest you analyze your traffic network, and make some changes to reduce the amount of traffic.

-Swamper
Title: Re: Automata Generator Requests
Post by: inspecter on June 30, 2008, 05:11:44 PM
How about a GLR generator. I would love to see more active GLR lines.
Title: Re: Automata Generator Requests
Post by: Alex2602 on July 02, 2008, 05:16:50 PM
Hi!
I for one like the idea of a GLR/El Rail generator as my El lines lack any life at all.  But what I am really interested in is a taxi generator.  I know that train stations generate them, but they are blky and expensive, and don't fit in well far away from the rails. 
Title: Re: Automata Generator Requests
Post by: j-dub on July 03, 2008, 09:02:28 AM
I noticed when I place a single airpot tile lot in my cities next to a road, that taxis seem to spawn off of those. Someone did make a Taxi gennerator on the STEX, but I don't know if it still will be there now, or if you know, the up and running thing. I didn't need it because what I just said about the single airport tile.
Title: Re: Automata Generator Requests
Post by: Alex2602 on August 02, 2008, 04:58:40 PM
Alright then, but how about an el-train generator? I have an elevated network with hundreds of riders, but no automata. I would like to fix that
Title: Re: Automata Generator Requests
Post by: j-dub on August 02, 2008, 10:31:02 PM
First, it has been a while now, and I can safely say, that I have had no CTD problems when using my own plane generator, just didn't want to go public. Anyone can do it, it just requires 16x2 at least tiles safely, and is actually already a prop in the LE by Maxis, called effect_small_runway, or something. They are great for airports that don't  already have planes landing and taking off. So runway textures are needed. That only allows the one in game plane to work. Being allowed multiple airplanes, other than just the one plane would be nice. Second, it seems the regular train generator will have regular trains appear on the El-Rail, if you have a rail puzzle piece, connecting to a el-rail puzzle piece, at least it did for me. Its just that if you have any el-rail stations, the passenger trains don't proceed through. Otherwise, this looks cool. You may want to have the train mod where the El-Rail train, and passenger train have the same skin. Third, maybe taxis can be generated if you do some regular park lot, and put in the rail menu, that taxis will appear due to the behavior of the menu its in? I'm not familliar with that, but I have tried putting lots in menus of different categories, just to see the after effects of automata that didn't belong.
Title: Re: Automata Generator Requests
Post by: Alex2602 on August 03, 2008, 10:59:00 AM
I like your idea of using the rail generator. Unfortunately, I prefer the heavy rail and light rail looking different...      As to the  taxi idea, I've done that before with the LE, but most station buildings are large and tall and have to be hidden by larger buildings.
Title: Re: Automata Generator Requests
Post by: Swamper77 on August 03, 2008, 11:44:35 AM
I've been watching this thread and reading your ideas for generators. I will see about making some of them a reality for the players. As for size of the Lots, I usually make 1x1 Lots for the generators to run off of, so they need to be placed alongside the networks to spawn the vehicles on them. I tend to avoid transit-enabled Lots as they have a bad side effect of blocking development on the sides of the roadway networks they are placed on where the Lots are.

It will be awhile before I can make them. I have limited time in the evenings due to work and personal commitments. I'm also trying to cut down on my internet/computer hours as I spend far too much time at my computers, and that leaves me with little time to do other things that I want to do.

-Swamper
Title: Re: Automata Generator Requests
Post by: zurrabear on June 12, 2010, 04:33:04 PM
I know this has been inactive for some time, but I'm hoping Swamper77 is still around and still interested.  No one seems to have asked for a monorail generator, and that's what I really need.

This thread at Simtrop explains why, if that's relevant:  http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=115670&forumid=1
Title: Re: Automata Generator Requests
Post by: editfish on September 14, 2010, 01:26:37 PM
I'd be interested also in the possibility of a helicopter generator?
Title: Re: Automata Generator Requests
Post by: Andreas on September 14, 2010, 04:03:35 PM
Swamper hasn't been around since almost a year, so don't keep your hopes up.
Title: Re: Automata Generator Requests
Post by: editfish on September 14, 2010, 06:15:27 PM
k, thx, I won't.  I appreciate the notice.
Title: Re: Automata Generator Requests
Post by: j-dub on September 23, 2010, 09:35:18 AM
In the lot editor, look for this green diamond:

0x1f390000---Effect_helicopter_takeoff---

That is the effect that was designed for helicopters to go. Place it on a lot, something like a park, or whatever, save the lot, plop the lot in game, it should do something at some point.

About Swampper, thats too bad, probably gotten taken by reality, like a lot of good people on here have, I have never seen helicopters randomly fly around before, generic passenger planes on the other hand are possible from my private modding, why not helicopters. I mean, sure you have the emergency one fly around, you have the police chopper fly around, but it seems maybe if only something down is going on, thats why the police chopper takes off, I can't think otherwise. If they fly around by themselves, they usually want you to do some UDI mission, not saying helicopter generating is or is not possible, but I bet if it was done, that it would only spawn one helicopter at a time, and it might be very selective when it lifts off, where as planes, its more constant, but not massive.



Title: Re: Automata Generator Requests
Post by: Lowkee33 on November 23, 2010, 03:01:14 PM
Whatever happened to the good ol days when the helicopter showed you where there was too much traffic? 
Title: Re: Automata Generator Requests
Post by: RippleJet on November 23, 2010, 03:18:16 PM
Now I'm gonna reply to a rather old post...
I never noticed it until now, when Lowkee33 posted here... &ops


Quote from: j-dub on September 23, 2010, 09:35:18 AM
In the lot editor, look for this green diamond:

0x1f390000---Effect_helicopter_takeoff---

That is the effect that was designed for helicopters to go. Place it on a lot, something like a park, or whatever, save the lot, plop the lot in game, it should do something at some point.

Only problem is that Maxis disabled that effect.
However, the effect itself is available within SimCity_1.dat.

Included in AC Functional Airports is a small file that re-enables this effect.
The effect itself is used on SimGoober's upgradeable Heliport.

Since my desktop computer with everything SC4 related is visiting the doctor at this moment,
I cannot check the name or content of that file right now...

However, it was in fact Swamper who pointed out to me how the effect was disabled
(with a * in the beginning of the effect name if I remember correctly).