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// replace all target nets with replacement net | |
var target = PrefabCollection<NetInfo>.FindLoaded("Pedestrian Connection Surface"); | |
var replacement = PrefabCollection<NetInfo>.FindLoaded("Pedestrian Connection"); | |
var b = NetManager.instance.m_segments.m_buffer; | |
for(var i=0;i<b.Length;i++) if(b[i].m_flags!=0) if(b[i].Info==target) b[i].Info=replacement; | |
var b2 = NetManager.instance.m_nodes.m_buffer; | |
for(var i=0;i<b2.Length;i++) if(b2[i].m_flags!=0) if(b2[i].Info==target) b2[i].Info=replacement; | |
for(var i=0;i<b.Length;i++) if(b[i].m_flags!=0) NetManager.instance.UpdateSegment((ushort)i); |
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// You must place the exact amount of props (any kind of props anywhere) before running the prop set script, otherwise it will not work properly. | |
// Generate a script to place props, located in local addons folder. | |
var s = "PropInstance[] nb = new PropInstance[65536];\n\n"; | |
var buffer = PropManager.instance.m_props.m_buffer; | |
for(var i = 0; i < buffer.Length; i++) if (buffer[i].m_flags!=0) { | |
s = s + "nb[" + i + "].Angle = " + buffer[i].Angle + "f;\n"; | |
s = s + "nb[" + i + "].Blocked = " + buffer[i].Blocked.ToString().ToLower() + ";\n"; |
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// Script to set lane props. Replaces all lane props! | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as NetInfo; var ai = asset.m_netAI as RoadAI; | |
List<NetLaneProps.Prop>[] basic = new List<NetLaneProps.Prop>[asset.m_lanes.Length]; | |
for (int i = 0; i < basic.Length; i++) basic[i] = new List<NetLaneProps.Prop>(); | |
var elevatedLanes = 0; | |
if(ai.m_elevatedInfo != null) if(ai.m_elevatedInfo.m_lanes != null) if(ai.m_elevatedInfo.m_lanes.Length != 0) elevatedLanes = ai.m_elevatedInfo.m_lanes.Length; | |
List<NetLaneProps.Prop>[] elevated = new List<NetLaneProps.Prop>[elevatedLanes]; | |
for (int i = 0; i < elevated.Length; i++) elevated[i] = new List<NetLaneProps.Prop>(); | |
var bridgeLanes = 0; | |
if(ai.m_bridgeInfo != null) if(ai.m_bridgeInfo.m_lanes != null) if(ai.m_bridgeInfo.m_lanes.Length != 0) bridgeLanes = ai.m_bridgeInfo.m_lanes.Length; |
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Action<string, string> ReplaceProp = (search, replace) => | |
{ | |
var replacementProp = PrefabCollection<PropInfo>.FindLoaded(replace); | |
for (uint i = 0; i < PrefabCollection<NetInfo>.LoadedCount(); i++) | |
{ | |
var prefab = PrefabCollection<NetInfo>.GetLoaded(i); | |
if (prefab == null) continue; | |
if(prefab.m_lanes != null) foreach (var Lane in prefab.m_lanes) | |
{ |
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// Renames elevations, to fix the game adding 0 or 1 to the elevation names, so that they can be kept consistent when updating a network multiple times. | |
// Do not run on a newly created network, it must be saved with the final name it should have, loaded again, and only then run this script. | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as NetInfo; | |
var ai = (asset.m_netAI as TrainTrackAI); // change this to RoadAI or something else if necessary. | |
if(ai.m_elevatedInfo != null) ai.m_elevatedInfo.name = ai.m_info.name.Substring(0, ai.m_info.name.Length-6) + " E"; | |
if(ai.m_bridgeInfo != null) ai.m_bridgeInfo.name = ai.m_info.name.Substring(0, ai.m_info.name.Length-6) + " B"; | |
if(ai.m_slopeInfo != null) ai.m_slopeInfo.name = ai.m_info.name.Substring(0, ai.m_info.name.Length-6) + " S"; | |
if(ai.m_tunnelInfo != null) ai.m_tunnelInfo.name = ai.m_info.name.Substring(0, ai.m_info.name.Length-6) + " T"; |
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// Copies mesh from a prop to a vehicle, don't use for vehicles with tyres. | |
var propname = "filename.Asset Name"; // filename.Asset Name | |
var prop = PrefabCollection<PropInfo>.FindLoaded(propname + "_Data"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; | |
asset.m_mesh.vertices = prop.m_mesh.vertices; asset.m_mesh.triangles = prop.m_mesh.triangles; | |
asset.m_mesh.tangents = prop.m_mesh.tangents; asset.m_mesh.normals = prop.m_mesh.normals; | |
asset.m_mesh.uv = prop.m_mesh.uv; asset.m_mesh.bounds = prop.m_mesh.bounds; |
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// Deletes automatically generated base mesh based on vertex colors. | |
// Changes shader to NoBase, enables noBase boolean, raises or lowers vertices too close to 0. | |
var subMesh = -1; // sub mesh id, order as in ui, starting from 0 (-1 means main building mesh) | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
var m = asset.m_mesh; var shader = Shader.Find("Custom/Buildings/Building/NoBase"); var newVertCount = 0; | |
if(subMesh >= 0) { m = asset.m_subMeshes[subMesh].m_subInfo.m_mesh; | |
if(asset.m_subMeshes[subMesh].m_subInfo.m_material != null) asset.m_subMeshes[subMesh].m_subInfo.m_material.shader = shader; | |
if(asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial != null) asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial.shader = shader; |
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var subMesh = 0; | |
var vec = new Vector4(0.0f, 3.1f, 3.0f, 900.1f); | |
var asset = (ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo).m_subMeshes[subMesh].m_subInfo; | |
asset.m_material.SetVector("_FloorParams", vec); |
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var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
// Possible placement modes: | |
// Roadside | |
// Shoreline | |
// OnWater | |
// OnGround | |
// OnSurface | |
// OnTerrain |
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// Copy vertex paint from prop to vehicle and set tire parameters. | |
var asset2 = PrefabCollection<PropInfo>.FindLoaded("filename.Asset Name_Data"); // CHANGE TO PROP NAME | |
Vector4[] tyres = new Vector4[] { // Tire parameter vectors (X, Y, Z, diameter), add/remove lines if necessary. | |
new Vector4(-0.739f, 0.328f, 1.421f, 0.328f), | |
new Vector4(0.739f, 0.328f, 1.421f, 0.328f), | |
new Vector4(-0.739f, 0.331f, -1.93f, 0.331f), |
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