Appearance
Behaviour
Avoid 1 x 1 - avoid1x1
avoid1x1
If True
the building will attempt to use any other model and if it cannot find anything will then try out 1x1 models.
Attribute Type: Boolean (default: False
).
Models
Abandoned Model - abandonedModel
abandonedModel
Specific abandoned model.
Attribute Type: Building Code Name (default: "abandonado"
).
Models - models
models
Visual models for roads or bridges.
Restriction: can only exist for buildings with the attribute isRoad or isBridge.
Attribute Type: List of Structure Model Format
The model's format is ModelName,TileSize,TileSize,Edge
. More details there:
Models for any position has a lower priority than specialized ones for edges etc, so they'll only be used if there's no model for those found.
This example will provide for tiles:
9x models of 1x1, specified by the
1,1
.
This example will provide regarding the position:
3x models which are for any position.
3x models which are for edges only.
2x models which are for a anti edges only.
1x model which is for double edges only.
In this case the model name is KCaletaPescadores0X
(Change X by number).
Water Models - waterModels
waterModels
Define the different water models of building.
Restriction: only used by buildings with the attribute marine.
Attribute Type: List of 3D model Names
The position in the list depends on the position of the tile (sea, coast, etc..).
1
Sea
2
Coast
3
2 Sided Coast
4
3 Sided Coast
5
4 Sided Coast
6
2 Coasts in front of each other.
There's an example with 4 water models
Road Models - roadModel
roadModel
Visual models for roads, bridges or buildings with the attribute connectWith.
Restriction: only used by buildings with the attribute isRoad, isBridge or connectWith.
Attribute Type: List of 3D Model Names.
The position in the list depends on the position of the tile (corner, straight line, intersection, etc...), only matters for roads, bridge only use the second model.
1
4 Way Intersection
2
Straight Line
3
Corner
4
3 Way Intersection
There's no concept of inner or outer area if you make a square of roads, so it's preferable to have them designed to be connectable smoothly from both orientations.
No Cars - noCars
noCars
If cars cannot be on a road.
Restriction: can only exist for buildings with the attribute isRoad.
Attribute Type: Boolean (default value: False
).
Orientation
Facade - facade
facade
Define if others buildings will face this building (like for roads).
Attribute Type: Boolean (default value: False
).
Faces Sun - facesSun
facesSun
The building will be oriented towards the sun's direction and prevent it from being rotated.
Attribute Type: Boolean (default value: False
).
Ranges
Draw Range - drawRange
drawRange
Define the yellow range visible when placing or selecting a building. The purpose is to assist the player into knowing the range of any restriction.
Attribute Type: Number, it's the radius of the drawn range.
Draw Range 2 - drawRange2
drawRange2
Define the blue range visible when placing or selecting a building. The purpose is to assist the player into knowing the range of any restriction.
Attribute Type: Number, it's the radius of the drawn range.
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