• Welcome to SC4 Devotion Forum Archives.
 

News:

The SC4 Devotion Forums are no longer active, but remain online in an archived, read-only "museum" state.  It is not possible for regular members to post or use the private messaging system, and no technical support will be provided for any issues pertaining to the forums in their current state.  Attachments (those that still work) are accessible without login.

The LEX has been replaced with SC4Evermore (SC4E), and SC4E maintains an active Discord server.  For traditional forums, we recommend Simtropolis.

Main Menu

Building families on a ploppable

Started by Chrisadams3997, October 14, 2007, 11:13:06 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Chrisadams3997

I'm curious if anybody has ever figured out a way to use building(not prop) families on a ploppable lot.  The LE of course won't place one on anything but a growable, but I'm wondering if it's possible to do through the reader.

BarbyW

I recently tried this and it seems it isn't possible. This is because the game places the exemplar of the building into the lot file and although I added in the other exemplars and made other appropriate changes it didn't work.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Ennedi

But if you have a growable building family, you can plop it using an Extra Cheats Plugin and choosing BuildingPlop command (or type this command after clicking Ctrl+X).
I haven't any knowledge about exemplars and I know you want to do another thing, but maybe here is a way to achieve it?
New Horizons Productions
Berethor - beskhu3epnm - blade2k5 - dmscopio - dedgren - Emilin - Ennedi
jplumbley - moganite - M4346 - nichter85 - papab2000 - Shadow Assassin - Tarkus - wouanagaine

Chrisadams3997

Barby:  Yea, that's kind of the results I got.  I don't have much experience with editing lot object exemplars, and my initial looks into it have only found a few correlations in some of the different reps.  Rep 13 obviously represents the IID of the building/family for the lot, but several other rep values also seem to influence how this works in game.  I've also noted that rep 3 is set to 2 for lots with a single building, 0 for lots with a building family, and 1 for ploppables(very early testing over just a few lots, so these might be premature conclusions.)  I'd be interested to see what information is known about the various reps in these properties.  I assume at least three of them represent coordinates for the building, but the rest are quite over my head for now.  I edited rep's 13 and 3, but it had no result in game, it just placed the original model placed on the lot before I edited in the family.

Ennedi:  It's an interesting idea, but it isn't very user freindly, as anybody using the lot if I designed it that way would have to have some knowledge of the cheat dialogues, which I wouldn't expect from the average user.  The whole point is to reduce the number of lots in order to make it simpler to use(I'm inquiring about this for the river float lots I just showed in my RRP thread that need to be buildings), and it would be simpler to just include all three lots than to require a cheat code input to place the lot IMHO.

BarbyW

I tried numerous ways with Glenni's waterfront lots but ended up doing separate ones for each building as I could not get it to work at all.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Ennedi

Chris: my intention was not to use this cheat code, but to suggest to someone more experienced to research how this code works and maybe use the same mechanism to plop objects. But as I said earlier I haven't any knowledge about it, I'm only trying to think in a logical way ;)
New Horizons Productions
Berethor - beskhu3epnm - blade2k5 - dmscopio - dedgren - Emilin - Ennedi
jplumbley - moganite - M4346 - nichter85 - papab2000 - Shadow Assassin - Tarkus - wouanagaine

RippleJet

The only way to have ploppable families is to make props out of the main building, and place them in a prop family.
That's how Cogeo made his PedMall Compatible Transit Pack. ;)

Chrisadams3997

Ennedi:  Sorry, totally missed your point the first time, but that makes more sense now.  It's something I certainly don't have time to explore, but it could be a possibility for someone.

Ripplejet:  Yea, but props don't float ;), but I appreciate the response.

From the looks of it, nobody has found a good way around this, so I'll just have a few extra lots.  Thanks everyone for your help.