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Help with LotConfigPropertyLotObject usage

Started by gn_leugim, January 23, 2016, 11:32:52 AM

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gn_leugim

Hello there

I have been looting something lately and I have come to an issue I cant figure out. I was once told that, on the LotConfigPropertyLotObject item on Rep 2 I could set a prop to its wealth, or filter if the lot appears only if the wealth/crime condition occurs.

I have lotted a small park lot that has a prop family, which has $, $$ and $$$ props (namely, the 0xa0000014 maxis prop family). The lot LotConfigPropertyWealthTypes is set to $ and the building in it has it wealth also set to $. I was hopping that, by setting the LotConfigPropertyLotObject Rep 2 to 0x01, I would only get the $ or wealthless props of the prop family, but most  of the times I get null, nothing, just an empty spot.

I am expecting too much and what I want is not doable, or I am doing something wrong??

Thanks for the help in advance.


vortext

iirc the wealth rep only works for growables, so when a lot is dilapidated lower wealth props (and textures) show up.
time flies like a bird
fruit flies like a banana

Andreas

I have never really checked this, but I always assumed that I have to set the Prop Wealth in the Prop Exemplar file (i. e. 0x01 for low wealth), and when setting the LotConfigPropertyWealthTypes in the Lot Exemplar file to 0x01 as well, only low wealth props from a prop family would show up. No idea where this Rep2 information comes from?!
Andreas

vortext

#3
It comes from one of Carl's experiments with it. I'll see if I can dig it up. Found it.

Quote from: Lowkee33 on March 31, 2011, 12:29:32 PM
I am making prop families that have props with different requesters (Wealth/Crime/Trash).  By default, LE's will set SimCity to pick one at random.  By changing the last digit of the 2nd rep in the LotConfigProperties to a "1", the requester is "turned on".  Make a lot using Maxis Family 0xA0000005.  By default, every prop will be chosen at random, meaning that many lots will have the Chalk Outline prop (which is a crime requester).  making the LotConfig change will have the outline never appear unless their is crime nearby, and it will then go away when crime disperses (often changing back into a non-crime prop).

[...]

You can also check out the Maxis "Two Cans" family.  To use this family correctly, the Lotconfig should be changed.  The cans (which have garbage requesters) will never appear unless there is garbage on the lot.  Although, most of the Cans are invisible so you most likely wont see anything when their is garbage (seems even maxis didn't like "prop random chance").

Although he got it to work on a growable, he doesn't explicitly says it's only works on them. So it might be worthwhile to take a look at the 'two cans' family and see if those work on a ploppable.
time flies like a bird
fruit flies like a banana

gn_leugim

Quote from: Andreas on January 23, 2016, 11:47:22 AM
I have never really checked this, but I always assumed that I have to set the Prop Wealth in the Prop Exemplar file (i. e. 0x01 for low wealth), and when setting the LotConfigPropertyWealthTypes in the Lot Exemplar file to 0x01 as well, only low wealth props from a prop family would show up. No idea where this Rep2 information comes from?!

you can find info here: http://www.wiki.sc4devotion.com/index.php?title=LotConfigPropertyLotObject

as far as I know, the maxis' props have the wealth set, and (although I never checked it out) i've used this for growables that...

Quote from: vortext on January 23, 2016, 11:51:58 AM
It comes from one of Carl's experiments with it. I'll see if I can dig it up. Found it.

Quote from: Lowkee33 on March 31, 2011, 12:29:32 PM
I am making prop families that have props with different requesters (Wealth/Crime/Trash).  By default, LE's will set SimCity to pick one at random.  By changing the last digit of the 2nd rep in the LotConfigProperties to a "1", the requester is "turned on".  Make a lot using Maxis Family 0xA0000005.  By default, every prop will be chosen at random, meaning that many lots will have the Chalk Outline prop (which is a crime requester).  making the LotConfig change will have the outline never appear unless their is crime nearby, and it will then go away when crime disperses (often changing back into a non-crime prop).

[...]

You can also check out the Maxis "Two Cans" family.  To use this family correctly, the Lotconfig should be changed.  The cans (which have garbage requesters) will never appear unless there is garbage on the lot.  Although, most of the Cans are invisible so you most likely wont see anything when their is garbage (seems even maxis didn't like "prop random chance").

Although he got it to work on a growable, he doesn't explicitly says it's only works on them. So it might be worthwhile to take a look at the 'two cans' family and see if those work on a ploppable.


... I found with this post. So I did the same for ploppable lots, but it looks weird. The base texture is one wealth texture, and it changes accordingly to the lot wealth (low wealth grass), but the props don't behave like that. I only managed to get 2 props to ever show up, which were 2 of the $$ props and only when here and then. I think it might be related to the lots next to them, but not sure. Nevertheless, the family has like 4 $$ props, but only 2 show?? I just dont get it  &sly

NCGAIO

#5


There are no calculations to propables on the simulator ( crimes, etc... ) ) with reference to the ideas that have been proposed....    thus triggerless it does not work.


Remember that the game does not come with propables RCI...  simulator  calc  is over cells ( tiles ) and tracts..  not Lots.


To better understand - There's much less information for a plopped building than one that is grown by the game.


For graphical explanations - Query tool information



gn_leugim

Thank you Gaio, I think I got it to it.

In alternative I started to used prop lists instead of prop families. more versatile although a bit more laborous. But I like the results more :D

Thank you all for the feedback :)