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SimCity 4 Devotion Custom Content Showcase => BSC Creations => BSC Place => Team Custom Content Projects => RippleJet's Supply and Demand => Topic started by: RippleJet on January 08, 2009, 02:43:20 PM

Title: Bird Pesticide (and Mutation)
Post by: RippleJet on January 08, 2009, 02:43:20 PM
This is the support thread for the Bird Pesticide (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1929) (and Mutation) mod.


There are two kinds of bird effects in the game:

0x1DEB1000 - Effect_Seagulls_1DEB1000
The seagulls appear between 04:00 and 21:00 around the lighthouse and above the beach.

0x2A820BBA - Effect_pigeons
The pigeons appear between 05:00 and 09:00 around the 1×1 statues: Mayor's Statue and Magnificient Mayor's Statue.


All effects require the City Detail Settings to be on high level to appear.

All effects, and especially the seagulls are processor intensive, and do lead to lagging in the game.


The main purpose with this mod is to disable all birds, but it does provide several alternatives...

Seagull Pesticide

Seagull Mutation into Pigeon

Pigeon Pesticide

Pigeon Mutation into Seagull


The zip file doesn't include an installer, as you will have to decide yourself whether you want to use pesticide or mutations.
For the sake of your own convenience, I would recommend to place the file(s) you use in a folder called RJ Mods.
Whenever you want birds to reappear in their original shape, just remove the appropriate Pesticide or Mutation from your plugins.

The only readme is this post. However, a picture tells more than 1000 words:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FRJBirdPesticideLighthouses.jpg&hash=41b7fb49683bb0106e92453c6ffc4bdd643283d2)      (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FRJBirdPesticideLighthouse.jpg&hash=4508b67eaf831071af5ad5780ac538079205ae57)
Title: Re: Bird Pesticide (and Mutation)
Post by: Pat on January 08, 2009, 04:19:51 PM
Hey Tage congrats on this new mod here and I will most defintlay have to check it out for sure!!!!  :thumbsup:
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on April 01, 2010, 01:42:09 AM
Quote from: RippleJet on January 08, 2009, 02:43:20 PM
All effects, and especially the seagulls are processor intensive, and do lead to lagging in the game.

Hi,
I know it's been ages since anyone's posted here, but I figure you're the guy that will be moving elsewhere anyway so half the jobs done... ;) Something I've been wondering about is the animal automata (woodland animals etc) It's just that in my newish region I have a lot more animals in the forest than I've ever seen. Could this be causing unnecessary lagging, and could it likewise be prevented? Are the animals spawned by the tree controller? Can it just be lowered so that I would only have an occasional animal and not herds?
cheers
Title: Re: Bird Pesticide (and Mutation)
Post by: imperialmog on May 26, 2010, 01:32:46 AM
Is there something similar for the landfill birds or does this mod cover that as well? I am thinking it is responsible for a lot of slowdown since I have seen cities lacking landfills go faster all else being equal.
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 09:50:05 AM
Quote from: thingfishs on April 01, 2010, 01:42:09 AM
Something I've been wondering about is the animal automata (woodland animals etc) It's just that in my newish region I have a lot more animals in the forest than I've ever seen. Could this be causing unnecessary lagging, and could it likewise be prevented? Are the animals spawned by the tree controller? Can it just be lowered so that I would only have an occasional animal and not herds?

Sorry for not responding to this earlier...
Sure, animals (which are automata, not effects) can be blocked as well...
However, I think you can also control them by the # of Cars/Sims in the Graphic Settings.


Quote from: imperialmog on May 26, 2010, 01:32:46 AM
Is there something similar for the landfill birds or does this mod cover that as well?

No, I haven't been able to kill those birds... &mmm
As far as I know, they are controlled from within the exe.
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on May 26, 2010, 10:12:09 AM
Quote from: RippleJet on May 26, 2010, 09:50:05 AM
However, I think you can also control them by the # of Cars/Sims in the Graphic Settings.

Good info, thanks. FWIW it would still be nice to be able to control these independently as often the lag of car automata is a price I am willing to pay.
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 10:20:23 AM
Quote from: thingfishs on May 26, 2010, 10:12:09 AM
FWIW it would still be nice to be able to control these independently as often the lag of car automata is a price I am willing to pay.

Okiedokie... then try the blocker attached to this post. :)
It will block all 23 types of ingame fauna:


I believe most of them only appear in the zoo, so please tell me if you want them separated...
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on May 26, 2010, 10:37:33 AM
thanks a lot :thumbsup:

and yes, if it's possible I would like the zoo fauna separated from the wild stuff; most cities of mine don't/won't have a zoo but the wild animals are everywhere. I gather this is on or off type situation? (i.e no way of merely thinning the numbers)
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 10:40:14 AM
Just took a look at the zoo, and no, this blocker does not affect the zoo.
The animals in the zoo are animated props, not automata.

Not sure if kangaroo automata would appear anywhere in the game at all... ::)
Several of the automata mentioned above may actually never have been used by Maxis.


Quote from: thingfishs on May 26, 2010, 10:37:33 AM
I gather this is on or off type situation? (i.e no way of merely thinning the numbers)

Yes, just on/off. ;)
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on May 26, 2010, 10:49:44 AM
OK, great. And as an Australian I am keen to see that Kangaroo...  ;D (I assume they are all accessible in the simcity.dat(s) somewhere?)
Title: Re: Bird Pesticide (and Mutation)
Post by: sim-al2 on May 26, 2010, 12:05:08 PM
Is there a way to add some of those animals to say, a custom lot (like giving Llama Ag a field of llamas ::))?
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 12:15:20 PM
Quote from: thingfishs on May 26, 2010, 10:49:44 AM
And as an Australian I am keen to see that Kangaroo...  ;D (I assume they are all accessible in the simcity.dat(s) somewhere?)

Bah ()sad()
Maxis never finished the Kangaroo automata.
The animation only includes the shadow, but no animal... :(

There are other modfications that can be done though...
Enclosed are a number of mods for you to try out:

RJ - African Wildlife
Replaces all default wildlife (deers, bears, horses, mooses and llamas) with African wildlife (elephants, giraffes, lions, rhinos and chimps).

RJ - Arctic Wildlife
Replaces all default wildlife with polar bears.

RJ - Block Maxis Llamas
Removes only the llamas, which (if you ask me) dont belong with deers, bears, horses and mooses.

RJ - Block Maxis Wildlife
Blocks most animals that can appear in the wildlife: deers, bears, horses, mooses, llamas, elephants, giraffes, lions, rhinos and polar bears.
This will not block dogs, which normally appear in streets, or chimps, which may escape from the zoo or the laboratory.

Note!
The blockers may be used concurrently with the African/Arctic Wildlife mods...
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 12:33:53 PM
Quote from: sim-al2 on May 26, 2010, 12:05:08 PM
Is there a way to add some of those animals to say, a custom lot (like giving Llama Ag a field of llamas ::))?

The automata wouldn't stick to the fields...
if spawned from a farmhouse, the llamas would appear as pedestrians on the roads surrounding it.

However, you could domesticate the wildlife... ::)
The enclosed mod replaces all wildlife by horses and cows.

It also adds a new Automata Occupant Group, 0x413A, for the cows (3 kinds of them).
As far as I know, cows have never been animated in the game before... :)

Note also that in all case above, you need to run the game one full day/night cycle for the existing animals to diappear.
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 01:45:00 PM
I have updated the African Wildlife to version 0.2 above.
For some strange reason Maxis has modded the incomplete kangaroo to appear as a giraffe...

Thus, if you've got my previous version 0.1 of African Wildlife,
you would occasionally see a ghost image of a kangaroo, and their shadows moving around the terrain.
Version 0.2 removes the kangaroo.


Below are some quick images...


Arctic Wildlife:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FWildlife-PolarBears.jpg&hash=f21b3a26091f039c3719491af697fab8c6eb8ebd)
Hmmm... we need snow out there... ::)


Domestic Wildlife:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FWildlife-CowsandHorses.jpg&hash=e18f62989007827f31479a21b199fbe0e90bebb4)


African Wildlife:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FWildlife-Africa.jpg&hash=3d92a2f870f8e42da6074c6731d911fa5f2e0450)
Welcome to Serengeti... another terrain and other trees would defintely be needed here...
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on May 26, 2010, 02:21:08 PM
very cool &apls

These would be really handy for African/Arctic themed regions. Can I push my luck and ask you to take this one step further and make an enabler for the wild animals? (What I mean is, if I can't thin the numbers of the automata then perhaps just having deer enabled (for eg) would allow me still to have the occasional animal sighting without overloading the system...)

Title: Re: Bird Pesticide (and Mutation)
Post by: imperialmog on May 26, 2010, 02:35:49 PM
Quote from: RippleJet on May 26, 2010, 09:50:05 AM
Sorry for not responding to this earlier...
Sure, animals (which are automata, not effects) can be blocked as well...
However, I think you can also control them by the # of Cars/Sims in the Graphic Settings.


No, I haven't been able to kill those birds... &mmm
As far as I know, they are controlled from within the exe.

So the landfill birds are connected to the cars/sims? That seems a bit odd. I was thinking it was connected to lighthouse/statue birds.
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 02:44:21 PM
Quote from: thingfishs on May 26, 2010, 02:21:08 PM
Can I push my luck and ask you to take this one step further and make an enabler for the wild animals?

All animals that appear in the wild need to be in Wildlife Generator LUA script.
Since you can have only one copy of a script, enablers aren't feasible.

What I could do is create a Wildlife Generator that spawns all available animals:


...and then create individual blockers for all those animals.


Quote from: imperialmog on May 26, 2010, 02:35:49 PM
So the landfill birds are connected to the cars/sims? That seems a bit odd. I was thinking it was connected to lighthouse/statue birds.

Ehm, no... that was a respons to an earlier question by thingfishs... :)
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on May 26, 2010, 03:22:19 PM
well that would be ideal.... I wish there was something I could do in return....
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 26, 2010, 04:50:51 PM
Quote from: thingfishs on May 26, 2010, 03:22:19 PM
I wish there was something I could do in return....

Test the enclosed mod thoroughly. :thumbsup:

Unzip all files in the same subfolder, and delete those blockers (eradicators) that you do not want...
In other words, if you only want does and bucks, delete only the Deer Eradicator.

I'd also appreciate if you could test what happens if you've allowed cows and apes to appear, save the city, and then uninstall the whole mod.
There is a slight chance of a CTD, since cows and apes are behind new Automata Occupant Groups.
If you uninstall the whole mod, there wouldn't be any automata within those groups anymore.

The reason for also the apes having a new occupant group,
is to ensure that the Ape Eradicator doesn't remove the chimps escaping from the zoo.
Title: Re: Bird Pesticide (and Mutation)
Post by: j-dub on May 26, 2010, 07:34:55 PM
Uh yeah, about the cows, before your mod RJ, I downloaded a 1x1 generator that had cows walk around (and eat) for a good amount of blocks in my city. So rather then replacing other stuff, is the same possible for like a polar bear generating lot, instead of doing a replacement? Just think about the modular zoos that could be built with the option to spawn every animal group in any place you want and have control where you don't want.

As for testing a city without the mod it once had, I would back the save file of that city up.
Title: Re: Bird Pesticide (and Mutation)
Post by: sim-al2 on May 26, 2010, 09:29:45 PM
That what I actually meant by the llamas. A 1x1 lot. Just a question, but is there already a llama tag to add in LE? I was thinking about and I think there is... ::)
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 27, 2010, 02:00:11 AM
Quote from: j-dub on May 26, 2010, 07:34:55 PM
Uh yeah, about the cows, before your mod RJ, I downloaded a 1x1 generator that had cows walk around (and eat) for a good amount of blocks in my city.

Yes, there is an effect called Effect_cows, which is the one keel (http://www.simtropolis.com/stex/details.cfm?id=11380) and boon1234 (http://www.simtropolis.com/stex/details.cfm?id=19771) used in their 1×1 lots.


Quote from: j-dub on May 26, 2010, 07:34:55 PM
So rather then replacing other stuff, is the same possible for like a polar bear generating lot, instead of doing a replacement?

Unfortunately there is no Effect_polarbear, and since new effects cannot be created, polar bears would have to be spawned automata instead.


Quote from: sim-al2 on May 26, 2010, 09:29:45 PM
That what I actually meant by the llamas. A 1x1 lot. Just a question, but is there already a llama tag to add in LE? I was thinking about and I think there is... ::)

Yes, there is an effect called Effect_llamas, used by the_dalai_lama and others on several lots.
There's also one called Effect_farmhorses, which at least sam has used in her Riding School (http://www.simtropolis.com/stex/details.cfm?id=1022).
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on May 27, 2010, 04:09:28 AM
well my head officially hurts ;)

These animal automata are unpredictable things, but your mods seem to be working. A new discovery for me is that automata are and aren't spawned by the tree controller, and the results of these two methods are not the same. Animals spawned by the tree controller are only visible between zooms 4-6 whereas those distributed by the animal controllers are visible in all zooms. However, the "animal controllers" fauna, though existing in far greater numbers and far more predictable to distribute seem to vanish entirely when reloading a city. The "tree controller" fauna, though very unpredictable to distribute and in far fewer numbers (which isn't a bad thing), at least usually are there when you reload a city.
I was unable to get a CTD with apes & cows enabled. All my tests were done with an otherwise empty plugin folder.

So are "animal controllers" fauna merely temporary eye-candy and it's the "tree controller" fauna that we see in our cities?

What controls the eagles? (because I'd like to still be able to have them).

I'm still getting my head around the terms... what's the difference between an effect & automata? (and is an effect and an animated prop the same thing?)

Also can an animated animal prop be turned into new wild animal automata?



Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 27, 2010, 04:40:02 PM
I'm not even sure I'll manage to explain all this myself... ::)
It's a slight disadvantage that I've never batted anything...


Animated Props
They are ATC (http://www.sims2wiki.info/wiki.php?title=ATC) files, sequences of rendered views of a model (normally 20 different views - 5 zooms and 4 rotations).
They can be created, with OverPoP's BAB (http://sc4devotion.com/forums/index.php?topic=8003.0).

Automata Models
They are true 3D models, which may be rotated and viewed from any direction.
Think about a vehicle going around a corner or along a diagonal road...
It wouldn't look good if it would be an ordinary prop, which can be seen only at ortogonal, 90° angles.
Automata models can be animated, but several of them are in fact static.
All pedestrians and all animals are animated though (with legs and arms moving).
As far as I know, custom 3D animations have never been created...

Effects
They are, and will remain, a mystery...
Controlled from within the exe, unable to decode and unable to create new ones.
You can use all ingame effects in your lots though.
When entering a city, all effects are off and you will have to wait for them to start.


Quote from: thingfishs on May 27, 2010, 04:09:28 AM
What controls the eagles? (because I'd like to still be able to have them).

We have eagles? I didn't know that... they must be high up in the hills and be controlled by the exe in that case...
At least, there are no eagle props, no eagle automata and no eagle effects.


Quote from: thingfishs on May 27, 2010, 04:09:28 AM
Also can an animated animal prop be turned into new wild animal automata?

No.
3D automata can be turned into props, following Cogeo's Tutorial: SC4 Automata As Props (http://sc4devotion.com/forums/index.php?topic=9659.0),
but rendered flat, animated views cannot be turned back into 3D models.
Title: Re: Bird Pesticide (and Mutation)
Post by: joelyboy911 on May 27, 2010, 04:42:53 PM
Slightly off-topic, but can you explain how the runway prop animates the Jet automata to land and take off?
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 27, 2010, 04:48:39 PM
Quote from: joelyboy911 on May 27, 2010, 04:42:53 PM
Slightly off-topic, but can you explain how the runway prop animates the Jet automata to land and take off?

No, those props starting with Tag1x1x3_ are equally much a mystery.
They spawn UDI vehicles and other vehicles (e.g. planes taking off and landing),
but they are obviously hard-coded within the exe.
Title: Re: Bird Pesticide (and Mutation)
Post by: joelyboy911 on May 27, 2010, 04:59:56 PM
Ah well, it would open up some seriously cool possibilities if we could customise those path-type props (take-off run and stopping distance provided by Maxis are highly unrealistic :D).

Thanks for the quick answer.
Title: Re: Bird Pesticide (and Mutation)
Post by: sim-al2 on May 27, 2010, 06:24:19 PM
The eagles appear when using the wild-animal type fauna spawner. Their small and hard to see because they are a brownish-gray color with a burgandy color in the middle. More like ones you would find in Africa than a bald eagle.
Title: Re: Bird Pesticide (and Mutation)
Post by: j-dub on May 27, 2010, 07:32:16 PM
RippleJet: about the 3D custom animation, are you going to tell me the street fighting, the flashers, the hookers, and the random guy getting punched and thrown out into the street hitting a light post while that thief from the Sims 2 was not made by Maxis? I only had the car jacking occur in one city, but I did manage to record it, but that video tanked once I uploaded it to the tube. Anyway, I found there was a car jacking que in the lot editor, it was a green diamond, but what I don't get is how the animation snaps to the car automatta, and aligns to the streets. Maybe it is a similar effect to the zoo animals escaping and running down streets. But considering these are effects listed in the lot editor, but will appear off lot, there is something weird going on here. Not to mention, it appears all the car Automata seems to have Sims driving inside (pending graphics settings see motorcycles), even though you don't see them through the windows, I did something and I could actually see this blond woman out of her car afterward, which may explain why the car driving around getting stolen effect is possible, because there needs to be Sims driving to steal the car from?

Joelyboy: The plane generator prop is something else. It seems it is similar to the traffic generators because it physically has nothing to do with the simulator, at least in my case, the animation works without an airport and the planes fly in and out, take off and land. However doing a lot with the animated plane needs a good amount of tiles for stability. One of the reasons I did not share that lot with anyone else is I questioned the stability of it. I noticed it somehow could exceed the lot it needed to land on if I extended the runway. The dang game even allowed the jetliner to lane on an avenue.

Sim-al: In my area, those giant brown birds are actually quite common. Their more like Hawks and not eagles. Very rarely in RL they randomly visit the neighborhood. Both Hawks and Eagles have sharp claws, so make sure these guys don't land on you. They can mistake our arms for tree branches.
Title: Re: Bird Pesticide (and Mutation)
Post by: Andreas on May 28, 2010, 03:59:04 AM
I always thought those were vultures, as they often appear above run-down areas:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simcityplaza.de%2Fimages%2Fphocagallery%2Fimport%2Fsc4lustig%2Fthumbs%2Fphoca_thumb_l_geier.jpg&hash=ec967bfeacd7a69776db130ed5ec2b509b93eabf)
Title: Re: Bird Pesticide (and Mutation)
Post by: sim-al2 on May 28, 2010, 06:24:23 AM
I've never really seen them in my cities. Of course, I never really let buildings get run-down. ;D I do agree that they actually do look more a lot like vultures that that I can actually see them. ???
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 28, 2010, 11:23:51 AM
Quote from: j-dub on May 27, 2010, 07:32:16 PM
RippleJet: about the 3D custom animation, are you going to tell me the street fighting, the flashers, the hookers, and the random guy getting punched and thrown out into the street hitting a light post while that thief from the Sims 2 was not made by Maxis?

Of course they were made by Maxis... in other words, not custom animations...
Custom in this respect means something made by us who are customizing the game.


Quote from: j-dub on May 27, 2010, 07:32:16 PM
I only had the car jacking occur in one city, but I did manage to record it, but that video tanked once I uploaded it to the tube. Anyway, I found there was a car jacking que in the lot editor, it was a green diamond

All animations and effects are green diamonds in LE.
You always need to test your lot in the game, to see what they really are.


Quote from: j-dub on May 27, 2010, 07:32:16 PM
but what I don't get is how the animation snaps to the car automatta, and aligns to the streets.

There is a number of Pedestrian exemplars (look under Pedestrian in Reader's Navigator), which basically are automata, but made as ATC's.
Thus, they cannot move around freely in the game (that would require 3D models).
Their appearance is probably controlled through the Occupant Groups, e.g. 0x410B = Automata: Rioting Standing Sim

There are also some full 3D pedestrian animations, which have the property Crime Type.
Take for instance a look at Ped_male-Prostitue_08F (found under Pedestrian in Reader's Navigator).
That's a full 3D animation, with Crime Type set to 0x9 = Solicitation.
This is the same as the IID of the Crime exemplar named Solicitation Crime, and most likely ties the pedestrian to the crime scene.


Quote from: j-dub on May 27, 2010, 07:32:16 PM
Maybe it is a similar effect to the zoo animals escaping and running down streets.

No, the animals escaping are ordinary automata which are spawned by a LUA script.


Quote from: j-dub on May 27, 2010, 07:32:16 PM
But considering these are effects listed in the lot editor, but will appear off lot, there is something weird going on here.

Effects have no limits. Consider the fireworks effects, which extend over the whole city tile.
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on May 28, 2010, 02:01:07 PM
Further on the subject of carjacking...

There's only one vehicle exemplar with the Crime Type set to Car Theft.
That's the light green luxury sedan, Vehicle_LuxurySedan_10D70000.

The model is a 3D model, with 100 animation frames.
However, as is the case with most car automata, all frames refer to the same vertex block.
Thus, the car is in fact not animated at all...

There are also no thieves animated anywhere in that model.
So where do they come from? I'm pretty sure I've seen them in the game myself...
I'd say those thieves are most likely controlled from within the exe...
and probably based on a property within that vehicle exemplar...

As far as I can see, there are two options...
Either the Crime Type property, set to 0x08 = Car Theft,
or the Occupant Group, 0x4229 = Automata: Carjacked Vehicle
Title: Re: Bird Pesticide (and Mutation)
Post by: vil on May 31, 2010, 06:44:24 AM
Motorcycle riders, convertible drivers (like some rail car and truck-trailer loads or steam engine smoke) are effects, controlled by entries in the "Regp" section of the vehicle S3D. Not sure about the hijacks though - nothing in the 10d70000 S3D.
Title: Re: Bird Pesticide (and Mutation)
Post by: vil on June 03, 2010, 02:26:07 AM
The car jack itself:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F552%2Fcarjack.jpg&hash=081371030ad45e617ccc971a8d9bc46463ad3c07) (http://img24.imageshack.us/i/carjack.jpg/)

Apparently done via exemplar entries and game code, nothing interesting in the vehicle S3D
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on June 04, 2010, 03:56:12 AM
Thanks for the in-game picture, vil! :thumbsup:

I wonder if modding a custom automata car model the way this light green sedan is modded,
would allow that car to be hi-jacked as well... ::)
Title: Re: Bird Pesticide (and Mutation)
Post by: sim-al2 on June 04, 2010, 07:40:01 AM
Maybe make a custom tank...

all your sims would definitely be worried then. :P


Is it possible to increase the length of a crime automata? I never really see any (besides the tp tree and fighting occasionally).
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on June 04, 2010, 08:25:50 AM
It's been a surprise to me that some people haven't seen the carjacking as at times my cities have been plagued with them (prior to finding out they were a crime indicator and it just required police presence to make them disperse)

Here's a couple of my old shots:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2FGupfR.jpg&hash=a15b7abbabf7c9a529dd507e087ae4d57149a656)    (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2F5IIiL.jpg&hash=0d70bc7b9e473e575998f302f1e20e5d302a9160)
(That is some fleet footed criminal activity right there)
Title: Re: Bird Pesticide (and Mutation)
Post by: sim-al2 on June 04, 2010, 02:01:03 PM
Wow that many carjackings on one block... I don't think I want to live there. :D
Title: Re: Bird Pesticide (and Mutation)
Post by: thingfishs on June 12, 2010, 05:31:27 PM
RJ, the domestic wildlife dat is still allowing polar bears and the occasional giraffe (and elephant) through.

Also what are the differences between the two types of animals (as I outlined earlier: visible in different zooms etc) Through the SimMedieval project I now have a lot of interest in understanding and gaining as much control over these as possible. Along with car automata blocked, we now have cement trucks as dogs and the mayor's limo as a bear!
Title: Re: Bird Pesticide (and Mutation)
Post by: catty on June 26, 2010, 02:25:02 PM
Quote from: Andreas on May 28, 2010, 03:59:04 AM
I always thought those were vultures, as they often appear above run-down areas:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simcityplaza.de%2Fimages%2Fphocagallery%2Fimport%2Fsc4lustig%2Fthumbs%2Fphoca_thumb_l_geier.jpg&hash=ec967bfeacd7a69776db130ed5ec2b509b93eabf)

I think they are buzzards, someone was asked at SimPeg about the Death's Door property and what did it do?

http://www.simpeg.com/forum/index.php?topic=8739.msg174593#msg174593

Pegasus did a mod for it, and when added to your plugins folder, you get lots and lots of these birds all over your city.

:)
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on June 26, 2010, 03:07:57 PM
Thanks, Catty! :thumbsup:
It's a pity that the buzzard effect is obviously hidden in the exe, and thus cannot be placed as an effect on lots... ::)

Btw, for whatever it's worth, SC4BOY's interpretation of a tract is correct. ;)
Title: Re: Bird Pesticide (and Mutation)
Post by: RippleJet on June 26, 2010, 04:04:06 PM
Quote from: RippleJet on June 26, 2010, 03:07:57 PM
It's a pity that the buzzard effect is obviously hidden in the exe, and thus cannot be placed as an effect on lots... ::)

How wrong was I about that... &ops

I actually found four buzzard effects in the ingame effects directory (Effect Dir):

I did not find any effect props using any of them though...
Thus I created one using buzzards_single, and placed it on the ingame Big Ben lot.

And this was the result: :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FBigBenBuzzard.jpg&hash=5bbddfd56291f58e89c8b72f28930d9b4502c0a5)

The buzzard actually flew quite a long distance away from Big Ben...
Title: Re: Bird Pesticide (and Mutation)
Post by: Myself.or.? on June 26, 2010, 04:28:13 PM
You're amazing as usual. That bird might come in really handy for something else we have in mind.  &idea I suppose before cars and noise came along there could have been quite a few around...

:-\
Title: Re: Bird Pesticide (and Mutation)
Post by: AsimPika3172 on May 27, 2021, 06:05:05 PM
Found this after 11 years!  :D Thanks for nice animals!