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| // Prop Rotating Script for multiple rotating parts. | |
| // Control rotation axis, pivot and speed. | |
| // Run in asset editor and see effects in real time. | |
| // Prop Rotating Params Mod is not required for using the scripts and saving the asset. | |
| // It's only needed to load the data in-game. | |
| // The LODs are not rotating, they are like regular props. |
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| // Building (and Building Sub Mesh) Anim UV Scripts | |
| // Create scrolling or multi-frame animations for buildings. | |
| // Run in asset editor and see effects in real time. | |
| // Ingame the building might require electricity to animate. | |
| // No mods required, the changes save and load in vanilla. |
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| var asset = ToolsModifierControl.toolController.m_editPrefabInfo as NetInfo; | |
| // change half width | |
| asset.m_halfWidth = 22.0f; | |
| // enable create pavement | |
| asset.m_createPavement = true; | |
| // change the color of basic segment 0 |
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| var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
| var off = 15.0f; // amount of hours the light is turned off during the day (15 max) (0 means always on) | |
| var random = 0.3f; // adds randomness to time lights turn on/off, if 0 then all lights turn on/off at the same time | |
| asset.m_illuminationOffRange.x = 6*Convert.ToSingle(Math.Pow(Convert.ToDouble((6-off/2.5)/6), Convert.ToDouble(1/1.09))); | |
| asset.m_illuminationOffRange.y = Mathf.Clamp(6*Convert.ToSingle(Math.Pow(Convert.ToDouble((6-off/2.5)/6), Convert.ToDouble(1/1.09)))-random, 0, 6); |
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| var shader = Shader.Find("Custom/Buildings/Building/NoBase"); | |
| var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
| if(asset.m_material != null) asset.m_material.shader = shader; | |
| if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
| asset.m_requireHeightMap = false; |
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| // Natural Resource Texture Importer | |
| // Imports a natural resource texture and applies the resource values to all cells on the map. | |
| // Texture name and location must be gamefolder/textures/res.png | |
| // Resolution is 512x512 | |
| // | |
| // Channel explanation: | |
| // Default value for all channels is 128. | |
| // | |
| // Red (128-0) Oil (inverted) |
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| // m_parkingSpaces | |
| // Sets the amount, type, flags, direction and position of parking spaces for props. | |
| // I haven't tested or researched this at all. | |
| var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
| var parkingSpaces = 1; // amount of parking spaces | |
| PropInfo.ParkingSpace[] temp = new PropInfo.ParkingSpace[parkingSpaces]; |
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| // Network Tiling Script | |
| // | |
| // Script for saving tiling values for network segment and node textures. | |
| // Visible instantly in road editor, mod not required for saving the asset, only for loading it ingame. | |
| // | |
| // If you load a road with tiling in the asset editor, the tiling won't be visible, | |
| // but it's still saved, unless a segment/node is reimported. | |
| // Don't touch this part, scroll below it. |
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| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Text; | |
| using ICities; | |
| using UnityEngine; | |
| namespace NetworkTiling | |
| { | |
| public class NetworkTilingMod : LoadingExtensionBase, IUserMod |
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| Unlimited Money | |
| Unlimited Oil And Ore | |
| Unlock All | |
| ModTools | |
| Asset Prefab AI Changer | |
| Toggle Asset Properties Panel | |
| Asset Item Class Changer | |
| Asset UICategory Changer | |
| More Network Stuff | |
| Prefab Hook |