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Subject Topic: Changing inactive lots to active Post ReplyPost New Topic
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Nedumaran
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Joined: 18 February 2004
Location: United States
Posts: 3
Posted: 20 February 2004 at 4:26pm | IP Logged Quote Nedumaran

In the sandbox mode, I wanted to work on a really huge lot.

So I switched lot 3 to buyable, and lots 1 & 2 on the strip to active. The idea is to merge them all into a huge single lot. Except that I am stuck with the "cosmetic" buildings on lot 1 that I cannot demolish.

Any help will be appreciated.

PS. How come there are no massive lots in any of campaign or sandbox in which I can build everything and a couple of hotels and casino?

Edited by Nedumaran on 20 February 2004 at 4:27pm
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beavious
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Joined: 09 November 2003
Location: United Kingdom
Posts: 206
Posted: 20 February 2004 at 5:46pm | IP Logged Quote beavious

but can you not buy a couple of lots to put everything into to.

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Ropes
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Joined: 09 October 2003
Location: United Kingdom
Posts: 249
Posted: 21 February 2004 at 11:13pm | IP Logged Quote Ropes

No problems with changing the lots to what you want but the rules of the game logic state that you can only merge 2 lots together. If you look at all the maps you'll notice there is only ever 1 or 2 lots maximum per block.
We kept the lot size to sensible size due to memory use. The lots could be double in size in theory but you will be really chewing through ram and the pathfinder will be a little less forgiving in performance.

I don't think with the 1.1 version that you can increase the size of the lots beyond what they are set to right now :(

As for the buildings, i'm guessing you can't demolish the cosmetic buildings because they don't belong to you even though you have changed the lot ownership to yourself.

If you want to try and change the owner of a building (again this is off the top of my head) you need to find the 'instance' of the object..

Have a look at www.lua.org for a complete rundown on how to use lua functionality.

For a bar it maybe bar_1, bar_2 etc. The name isn't the one that appears in the tooltip but the number at the end is the instance of that object. You will need to look at the bar template in the building script folder folder to see what the template is called. Its right at the top of the file, something like x = "Bar"

Anyway to refer to the 'instance' you will need to refer to it something along the lines of

ObjectInstance["Bar_1"]

To change the owner

ObjectInstance["Bar_1"].owner = 1

should do it - you will need to do this after the level has loaded but before you start playing

Check out the other levels for how they setup the start of a game, normally in a setup.lua in the scenario folder or something along those lines.

You will want to add the owner change code there and see how it goes.

regards


Edited by Ropes on 21 February 2004 at 11:13pm


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HardEight
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Joined: 25 November 2003
Location: Australia
Posts: 69
Posted: 22 February 2004 at 12:24am | IP Logged Quote HardEight

Just wondering ropes what do we need to do if we want to make our own objects for the game what program do you use for that.. Say i want to make a type of tree or palm.

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