Difference between revisions of "SC4Path"

From SC4D Encyclopaedia
Jump to navigation Jump to search
sc4e>Dedgren
(Began expanding article)
sc4e>Tarkus
(Added Orth Road IID, started article subdivisions)
Line 1: Line 1:
SC4Path files define where the game's automata (Sims, vehicles and trains) travel on transit networks.  These files are associated with a corresponding gridsquare containing a transit network by a file ending in the same instance ID (IID) as that of the particular network piece involved.  An ortho section of road, for instance, which ends in IID ______________ has a matching SC4Path file ending in that same IID.  For puzzle pieces, the SC4Path file ends in the same IID as the corresponding S3D file in the piece.
+
SC4Path files define where the game's automata (Sims, vehicles and trains) travel on transit networks.  These files are associated with a corresponding gridsquare containing a transit network by a file ending in the same instance ID (IID) as that of the particular network piece involved.  An ortho section of road, for instance, which ends in IID 0x00004b00 has a matching SC4Path file ending in that same IID.  For puzzle pieces, the SC4Path file ends in the same IID as the corresponding S3D file in the piece.
  
 
[add detail here]
 
[add detail here]
 +
=Path File Sections=
 +
==Header==
 +
The header specifies the path "version", the number of paths contained within, and the number of StopPaths.  Here is a sample header:
 +
<br>
 +
SC4PATHS<br>
 +
1.1  -Version Number (1.0, 1.1 or 1.2)<br>
 +
4  -Number of Paths<br>
 +
0  -Number of StopPaths<br>
 +
0  -3D Key<br>
 +
<br>
 +
 +
==Path Stanzas==
 +
==StopPaths==
 +
=Troubleshooting with the DrawPaths Cheat
  
 
If a path file is not included for a transit network it will cause the game to lag when dragging the network, this can be avoided by using a path file which contains no paths, but still has a header.
 
If a path file is not included for a transit network it will cause the game to lag when dragging the network, this can be avoided by using a path file which contains no paths, but still has a header.

Revision as of 18:24, 31 January 2009

SC4Path files define where the game's automata (Sims, vehicles and trains) travel on transit networks. These files are associated with a corresponding gridsquare containing a transit network by a file ending in the same instance ID (IID) as that of the particular network piece involved. An ortho section of road, for instance, which ends in IID 0x00004b00 has a matching SC4Path file ending in that same IID. For puzzle pieces, the SC4Path file ends in the same IID as the corresponding S3D file in the piece.

[add detail here]

Path File Sections

Header

The header specifies the path "version", the number of paths contained within, and the number of StopPaths. Here is a sample header:
SC4PATHS
1.1 -Version Number (1.0, 1.1 or 1.2)
4 -Number of Paths
0 -Number of StopPaths
0 -3D Key

Path Stanzas

StopPaths

=Troubleshooting with the DrawPaths Cheat

If a path file is not included for a transit network it will cause the game to lag when dragging the network, this can be avoided by using a path file which contains no paths, but still has a header.

See also: Network Specs/Paths