• 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The SC4 Devotion Forums are no longer active, but remain online in an archived, read-only "museum" state.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

Automata Spawning

Started by Elric888, December 03, 2009, 10:19:16 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Elric888

Does anyone here know how to make a lot spawn custom vehicles? I think i have it figured out, but I need someone who has done it before to help fill in some gaps. I have examined several of the Mikeseith car dealerships, checking back and forth on the TGI of the automata, and the occupant groups, and it seems to me that adding a 'response vehicle type' property to the building exemplar adds the automata (as well as adding 'response vehicle count'). The building I'm working on is already a police station, so can I just add a second RVT ( adding a comma followed by the 'final group type' of my automata) ?

second related question: I'm going to re-skin a custom vehicle, now in order for it to not overwrite the original I obviously need to give it a new IID, I want it to be in its own group, so I need a new group ID. My question is whether I need to copy the model file as well, and give it new ID's, or if giving the skin (fsh and exemplar) new id's is enough. Either which way I'll obviosly need to make sure the vehicle exemplar points to the correct model resource key. Also, the vehicle is meant to be a new type (additional) of police vehicle, but only spawned by this building/lot (and at least one future project) so should I know anything about this to prevent other police stations from spawning it, or is just having new TGI enough? I would prefer it if the vehicle in question is one of the dispatched vehicles, but it's not entirely necessary, it can just be traffic eyecandy if its not possible to add cop cars. I'm actually adding two vehicles, neither of which will have sirens/lights, one is an unmarked sedan, the other a crime scene unit (van). As of right now I'm not sure if I will make them UDI enabled, but if anyone can chime in with how to do this, I would appreciate it, as I intend to do so for future projects. also any info pertaining to setting up UDI missions (I assume most of this is about custom UI, but there are occupant groups for UDI missions, and I seem to remember seeing effects in lot editor too, so more clarification is needed).

Any information or clarification related to automata spawning and UDI will be helpful to me, as this is just the first of several similar projects that will spawn vehicles, and the more I know, the better equiped I will be to make these lots the way they should be. Thanx in advance, I know this is a tall order, but I'll patiently await response.

Elric888

Ok, I figured it out on my own, after some examining and tinkering around. I was going to just delete my previous post, but I thought I'd post my findings here in case anyone needs this info as well. Plus I still would like some aid in figuring out the adding of UDI missions. And I'm still having trouble with getting my custom motorcycle(s) to show up right (although I am reasonably sure of what is wrong...updates to follow when I figure it out..maybe a full scale tutorial). This was pretty simple stuff, I was just held up by the occurance of the property "Final Group ID" in a couple of the files I examined, which apparently should not be used unless you are adding a new LUA script to define the group (at least thats what I have noticed so far, please correct me if I'm wrong).

Since this is not quite a tutorial I'm leaving it here:
Spawning custom automata-add the occupant group ID to occupant groups of your building.

New instances of civic vehicles (cop cars etc.)-add the appropriate occupant group to your automata.

Unique Spawning- if you want your automata to be spawned only by certain buildings, give it a new unique occupant group (don't forget you still need to define them as automata, and then land/sea/pedestrian/etc.), and add this number to the occupant groups of the buildings you want to spawn them. Several different automata can occupy the same group (obvious statement for the bewildered ;D).

If you want to see the building spawn vehicles when plopped (like the police stations), add the property "response vehicle type" to the building exemplar, with the occupant group ID, also add the property "response vehicle count", and define the number of spawned vehicles. You still need to have the spawned vehicles in "occupant groups" for them to continue to be spawned (unless they are classed to spawn with pre-existing groups).

Thats about all for now. Hope this helps someone who is still seeking answers. If anyone wants to chime in, I'm still in need of much info.  :thumbsup: