Difference between revisions of "Exemplar properties XML"
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Revision as of 14:55, 7 September 2012
The information in this article was copied from the SimsWiki and may be outdated. This article has not been reviewed for technical accuracy or updated knowledge on this topic. If you are knowledgeable enough on the topic to review the article, please do so and remove this label. (more info). |
Below you may find the XML code for the information provided in Wiki format at the Exemplar properties page. Please note, this page was extracted from simswiki.info on February 18, 2012, and has not been cleaned up or organized as the Wiki version of this data has been. The original name of this page was FullList.
Note that the following does not contain the properties that are listed as "Not in XML" or "Unknown" on the Exemplar properties page.
<?xml version="1.0" encoding="utf-8" ?> <?xml-stylesheet type="text/xsl" href="properties.xslt"?> <exemplars> <properties> <group name="Common"> <property num="0x00000010" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Type" desc="Used by property editors to group exemplars and filter properties"></property> <property num="0x00000011" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Interface ID" desc="A GZGUID that identifies a class interface"></property> <property num="0x00000012" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Class ID" desc="A GZCLSID that identifies a class implementation"></property> <property num="0x00000020" type="String" lengthtype="fixed" length="1" value="" name="Exemplar Name" desc="Identifies this exemplar in property editors"></property> <property num="0x00000021" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar ID" desc="Identifies this exemplar so that C++ code and other exemplars can refer to it"></property> <property num="0x6a871b82" type="Uint32" lengthtype="fixed" length="1" value="1" name="PluginPackID" desc="ID of the plugin pack to which the data belongs"></property> <property num="0x8a416a99" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="User Visible Name Key" desc="Resource key of the name of what this exemplar represents"></property> <property num="0xcaa9ab92" type="Bool" lengthtype="fixed" length="1" value="true" name="Hover Query Only" desc="If present, the occupant will respond to hover queries but not to click-queries"></property> <property num="0x2c8f8746" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Category" desc="Categorizes this exemplar; for debug and exemplar editors use only"></property> </group> <group name="Resource Keys"> <property num="0x27812820" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 0" desc="Specifies 1 model key for all Z/R"></property> <property num="0x27812821" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 1" desc="Specifies 1 model key for each Z/R"></property> <property num="0x27812822" type="Uint32" lengthtype="fixed" length="20" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0" name="Resource Key Type 2" desc="A unique instance ID for each zoom and rotation."></property> <property num="0x27812823" type="Uint32" lengthtype="fixed" length="7" value="0,0,0,0,0,0,0" name="Resource Key Type 3" desc="A unique instance ID for each zoom"></property> <property num="0x27812824" type="Uint32" lengthtype="variable" length="8" value="0,0,0,0,0,0,0,0" name="Resource Key Type 4" desc="Multi-model, multi state (see tuning docs)"></property> <property num="0x27812825" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 5" desc="Specifies 1 model key for each Z/R/state"></property> <property num="0x27812921" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 1xm" desc="Specifies 1 model key for each Z/R"></property> <property num="0x27812922" type="Uint32" lengthtype="fixed" length="20" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0" name="Resource Key Type 2xm" desc="A unique instance ID for each zoom and rotation."></property> <property num="0x27812923" type="Uint32" lengthtype="fixed" length="7" value="0,0,0,0,0,0,0" name="Resource Key Type 3xm" desc="A unique instance ID for each zoom"></property> <property num="0x27812924" type="Uint32" lengthtype="variable" length="8" value="0,0,0,0,0,0,0,0" name="Resource Key Type 4xm" desc="Multi-model, multi state (see tuning docs)"></property> <property num="0x27812925" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 5xm" desc="Specifies 1 model key for each Z/R/state"></property> </group> <group name="Weather Tuning"> <property num="0xa7607d70" type="Sint32" lengthtype="fixed" length="1" value="1" name="mnWeeksForCompleteTemperatureSimulation" desc="mnWeeksForCompleteTemperatureSimulation"></property> <property num="0xa7607d71" type="Sint32" lengthtype="fixed" length="1" value="1" name="mnWeeksForCompleteMoistureSimulation" desc="mnWeeksForCompleteMoistureSimulation"></property> <property num="0xa7607d72" type="Sint32" lengthtype="fixed" length="1" value="1" name="mnSimulationSpreadWritingRadius" desc="mnSimulationSpreadWritingRadius"></property> <property num="0xa7607d73" type="Float32" lengthtype="fixed" length="1" value="65" name="mfYearlyAmbientTemperature" desc="mfYearlyAmbientTemperature"></property> <property num="0xa7607d74" type="Float32" lengthtype="fixed" length="1" value="0.5" name="mfYearlyAmbientTemperatureVariation" desc="mfYearlyAmbientTemperatureVariation"></property> <property num="0xa7607d75" type="Float32" lengthtype="fixed" length="1" value="0.5" name="mfYearlyAmbientTemperatureVariationFactor" desc="mfYearlyAmbientTemperatureVariationFactor"></property> <property num="0xa7607d76" type="Sint32" lengthtype="fixed" length="1" value="10" name="mnSeaModerationRadius" desc="mnSeaModerationRadius"></property> <property num="0xa7607d77" type="Float32" lengthtype="fixed" length="1" value="0.9" name="mfSeaModerationFactor" desc="mfSeaModerationFactor"></property> <property num="0xa7607d78" type="Float32" lengthtype="fixed" length="1" value="0.082" name="mfAltitudeTemperatureFactor" desc="mfAltitudeTemperatureFactor"></property> <property num="0xa7607d79" type="Float32" lengthtype="fixed" length="1" value="0.25" name="mfWindChillTemperatureFactor" desc="mfWindChillTemperatureFactor"></property> <property num="0xa7607d86" type="Float32" lengthtype="fixed" length="1" value="3" name="mfYearlyAmbientWindSpeed" desc="mfYearlyAmbientWindSpeed"></property> <property num="0xa7607d87" type="Float32" lengthtype="fixed" length="1" value="1" name="mfYearlyAmbientWindDirection[0]" desc="mfYearlyAmbientWindDirection[0]"></property> <property num="0xa7607d88" type="Float32" lengthtype="fixed" length="1" value="0" name="mfYearlyAmbientWindDirection[1]" desc="mfYearlyAmbientWindDirection[1]"></property> <property num="0xa7607d89" type="Float32" lengthtype="fixed" length="1" value="60" name="mfWindPerturbationRange" desc="Angular window for periodic variation of ambient wind direction (0-90 degrees)"></property> <property num="0xa7607d7a" type="Float32" lengthtype="fixed" length="1" value="0.5" name="mfYearlyAmbientMoisture" desc="mfYearlyAmbientMoisture"></property> <property num="0xa7607d7b" type="Float32" lengthtype="fixed" length="1" value="0.2" name="mfYearlyAmbientMoistureVariation" desc="mfYearlyAmbientMoistureVariation"></property> <property num="0xa7607d7c" type="Float32" lengthtype="fixed" length="1" value="0.2" name="mfYearlyAmbientMoistureVariationFactor" desc="mfYearlyAmbientMoistureVariationFactor"></property> <property num="0xa7607d7d" type="Float32" lengthtype="fixed" length="1" value="0.50" name="mfMoistureHillFactor" desc="Wind effect on hill moisture (H20 fractional units per m/s of perpendicular wind penetration)"></property> <property num="0xa7607d7e" type="Float32" lengthtype="fixed" length="1" value="0.12" name="mfValleyMoistureBoost" desc="Moisture boost for areas detected as valleys (0-1)"></property> <property num="0xa7607d7f" type="Float32" lengthtype="fixed" length="1" value="4.0" name="mfMoistureValleySlopeThreshold" desc="Minimum concavity required to detect area as valley (linear height deviation in meters)"></property> <property num="0xa7607d80" type="Uint32" lengthtype="fixed" length="1" value="64" name="mMoistureVariationScale" desc="Amplitude of plasma-based noise in moisture map (map creation only)"></property> <property num="0xa7607d81" type="Uint32" lengthtype="fixed" length="1" value="15" name="mMoistureDitherScale" desc="Amplitude of high-freq. dithering noise in moisture map (map creation only)"></property> </group> <group name="Fog Effects Tuning"> <property num="0x09b00b2b" type="Float32" lengthtype="fixed" length="1" value="30000.0" name="Particle Life" desc="Total lifetime of fog particle (ms)"></property> <property num="0x09b00b2c" type="Float32" lengthtype="fixed" length="1" value="0.12" name="Wind Factor" desc="Wind power coefficient (v = wind * c)"></property> <property num="0x09b00b2d" type="Float32" lengthtype="fixed" length="1" value="0.30" name="Terrain Factor" desc="Terrain gradient coefficient (effect of hills)"></property> <property num="0x09b00b2e" type="Float32" lengthtype="fixed" length="1" value="13.3" name="Max Particle Rate" desc="Max fog creation rate (particles/sec)"></property> <property num="0x09b00b2f" type="Float32" lengthtype="fixed" length="1" value="57.0" name="Particle FOV" desc="Angular window centered around anti-wind direction in which fog appears (degrees)"></property> <property num="0x09b00b30" type="Float32" lengthtype="fixed" length="1" value="50.0" name="Float Altitude" desc="Floating distance of fog above terrain"></property> <property num="0x09b00b31" type="Float32" lengthtype="fixed" length="1" value="128.0" name="Max Opacity" desc="Maximum alpha value for particles (0-255)"></property> <property num="0x09b00b32" type="Float32" lengthtype="fixed" length="1" value="5000.0" name="Fade-in Time" desc="Initial portion of particle life for fade-in (ms)"></property> <property num="0x09b00b33" type="Float32" lengthtype="fixed" length="1" value="5000.0" name="Fade-out Time" desc="Terminal portion of particle life for fade-out (ms)"></property> <property num="0x09b00b34" type="Uint32" lengthtype="fixed" length="1" value="200" name="Particle Count" desc="Maximum number of fog particles"></property> <property num="0x09b00b35" type="Float32" lengthtype="variable" length="2" value="0.0,1.0" name="Fog Rate by Hour" desc="Fraction (0-1) of maximum particle rate by hour of the clock"></property> </group> <group name="Cloud Effects Tuning"> <property num="0x66fbf7a9" type="Float32" lengthtype="fixed" length="1" value="500.0" name="MtnCloudsHeight" desc="Height that clouds float at"></property> <property num="0x66fbf7aa" type="Float32" lengthtype="fixed" length="1" value="200.0" name="MtnCloudsFormHeight" desc="Lowest terrain height that clouds form over"></property> <property num="0x66fbf7ab" type="Float32" lengthtype="fixed" length="1" value="250.0" name="MtnCloudsFadeInHeight" desc="Lowest terrain height that clouds have max opacity"></property> <property num="0x66fbf7ac" type="Float32" lengthtype="fixed" length="1" value="425.0" name="MtnCloudsFadeOutHeight" desc="Terrain height above which clouds begin to fade"></property> <property num="0x66fbf7ad" type="Float32" lengthtype="fixed" length="1" value="450.0" name="MtnCloudsDisperseHeight" desc="Terrain height above which clouds fade completely"></property> <property num="0x66fbf7ae" type="Float32" lengthtype="fixed" length="1" value="425.0" name="MtnCloudsSlowDownHeight" desc="Terrain height above which clouds begin to slow"></property> <property num="0x66fbf7af" type="Float32" lengthtype="fixed" length="1" value="445.0" name="MtnCloudsStopHeight" desc="Terrain height above which clouds stop completely"></property> <property num="0x66fbf7b0" type="Float32" lengthtype="fixed" length="2" value="80.0,200.0" name="MtnCloudsSizeRange" desc="Min and Max of cloud size variation (meters)"></property> <property num="0x66fbf7b1" type="Float32" lengthtype="fixed" length="2" value="0.8,1.0" name="MtnCloudsAspectRange" desc="Min and Max of cloud aspect ratio variation (0-1)"></property> <property num="0x66fbf7b2" type="Float32" lengthtype="fixed" length="2" value="0.7,0.9" name="MtnCloudsOpacityRange" desc="Min and Max of cloud opacity variation (0-1)"></property> <property num="0x66fbf7b3" type="Float32" lengthtype="fixed" length="2" value="0.9,1.0" name="MtnCloudsIntensityRange" desc="Min and Max of cloud intensity variation (0-1)"></property> <property num="0x66fbf7b4" type="Float32" lengthtype="fixed" length="2" value="0.015,0.025" name="MtnCloudsSpeedRange" desc="Min and Max of cloud speed variation (meters/msec)"></property> <property num="0x66fbf7b5" type="Float32" lengthtype="fixed" length="2" value="0.8,1.2" name="MtnCloudsShadeOffsetRange" desc="Min and Max scale factors for ShadeOffsetDir"></property> <property num="0x66fbf7b6" type="Float32" lengthtype="fixed" length="2" value="300.0,650.0" name="MtnCloudsCursorHideRange" desc="Min and Max radii in world units where clouds are hidden by cursor."></property> <property num="0x66fbf7b8" type="Float32" lengthtype="fixed" length="1" value="0.35" name="MtnCloudsShadeIntensity" desc="brightness of shadow quad as % of highlight (0-1)"></property> <property num="0x66fbf7ba" type="Float32" lengthtype="fixed" length="4" value="1,1,1,1" name="MtnCloudsSimSpeedFactor" desc="Multiplier for cloud speed based on sim speed. Slow Med Fast Paused"></property> <property num="0x66fbf7bb" type="Float32" lengthtype="fixed" length="2" value="0.25,-0.125" name="MtnCloudsShadeOffsetDir" desc="X and Y(Z) offset of shade quad as a ratio of particle size (0-1)"></property> <property num="0x66fbf7bc" type="Uint32" lengthtype="fixed" length="1" value="1" name="MtnCloudsMaxParticles" desc="Max # of cloud particles that can exist at once"></property> <property num="0x66fbf7bd" type="Float32" lengthtype="fixed" length="1" value="1500.0" name="MtnCloudsMinFadeInTime" desc="Min time for particles to fade in when they spawn visible, or to fade out when they die due to age. (Milliseconds)"></property> <property num="0x66fbf7be" type="Float32" lengthtype="fixed" length="1" value="45000.0" name="MtnCloudsParticleMaxAge" desc="Max particle lifetime (Milliseconds)"></property> <property num="0x66fbf7bf" type="Float32" lengthtype="fixed" length="1" value="45000.0" name="MtnCloudsParticleGenRate" desc="Particle spawning rate (Particles per second)"></property> <property num="0x66fbf7c0" type="Bool" lengthtype="fixed" length="1" value="true" name="MtnCloudsAllowHiddenParticles" desc="if true, particles are still simulated outside of regions where clouds are visible"></property> <property num="0x66fbf7c1" type="Float32" lengthtype="fixed" length="5" value="1,1,1,1,1" name="MtnCloudsZoomFade" desc="Percent of normal opacity by zoom level. Set to 0 to disable a particular zoom. Top is zoom 1 bottom is zoom 5"></property> </group> <group name="Neighbor Deal Tuning"> <property num="0xca46931f" type="Float32" name="NDa_MinTermToSustainSellDealCost (months)" desc="Min term required for the neighbor to be able to sustain sell deal cost"></property> <property num="0xea46932c" type="Float32" name="NDb_MinDealAmountPower" desc="Min deal amount for power deal"></property> <property num="0xea46934f" type="Float32" name="NDd_MaxDealTerm (years)" desc="Max term a deal can be had before renewal."></property> <property num="0x6a469337" type="Float32" name="NDb_MinDealAmountWater" desc="Min deal amount for water deal"></property> <property num="0x6a469342" type="Float32" name="NDc_MinDealProfitFactor" desc="Min deal profit factor (1 + NDc_MinDealProfitFactor)"></property> <property num="0x8a46933d" type="Float32" name="NDb_MinDealAmountGarbage" desc="Min deal amount for garbage deal"></property> <property num="0xca469346" type="Float32" name="NDc_MaxDealProfitFactor" desc="Max deal profit factor (1 + NDc_MinDealProfitFactor)"></property> <property num="0xaa46934b" type="Float32" name="NDd_MinDealTerm (years)" desc="Min term a deal can be had before renewal."></property> <property num="0x0a469353" type="Float32" name="NDe_ProfitResponseCurve" desc="Maps supply-over-demand to profit factor"></property> <property num="0xea4ad2ff" type="Float32" name="NDa_MaxOverDemandFactorForBuyer" desc="buyer_demand * NDa_MaxOverDemandFactorForBuyer is the maximum amount the buyer can buy."></property> <property num="0xea4ae9ef" type="Float32" name="NDa_MinBudgetForBuyDeals" desc="Budget level below which new buy deals become prohibited."></property> <property num="0x6b588fad" type="Float32" name="NDd_SuspensionPeriod" desc="Defaulted deals get suspended for this number of days."></property> <property num="0x8b58c59e" type="Float32" name="NDd_UnsuspensionPeriod" desc="If after suspension period the deal's at default during this number of days it will get killed without being re-suspended."></property> <property num="0x4b61ffc9" type="Float32" name="NDe_MaxUnitCostForGarbageDealsRCurve" desc="Maps true simulation cost to synthetic cost value used by garbage deals."></property> </group> <group name="Background Loader Tuning"> <property num="0x0b579c21" type="Uint32" name="MicroSecsPerTimeSlice" desc="uSecs of active time for background thread"></property> <property num="0x0b579c22" type="Uint32" name="SleepMicroSecsAfterTimeSlice" desc="uSecs of sleep time for background thread"></property> <property num="0x0b579c23" type="Uint32" name="ProcessCellsMaxTimeSliceMicroSecs" desc="uSec budget for processing cells in main thread"></property> <property num="0x0b579c24" type="Float32" name="mOperationQuantaForOccupiedCell" desc=""></property> <property num="0x0b579c25" type="Float32" name="mOperationQuantaForEmptyCell" desc=""></property> <property num="0x0b579c26" type="Float32" name="mOperationQuantaBeforeTimerCall" desc=""></property> <property num="0x0b579c27" type="Bool" name="DisableBackgroundLoader" desc="if true, background loader is disabled"></property> <property num="0x0b579c28" type="Uint32" name="MinLoadRadius" desc="Mininum extra radius to load (by zoom level)"></property> <property num="0x0b579c29" type="Float32" name="ExtraLoadRadiusPerMeg" desc="extra radius to load per free meg (by zoom level)"></property> </group> <group name="Lot Configuration"> <property num="0x4a4a88f0" type="UInt8" name="LotConfigPropertyRoadRequirement" desc="The road corner requirements of the lot. Values: 0C = right corner, 09 = left corner, 08 = normal"/> <property num="0x88edc789" type="Uint8" name="LotConfigPropertyVersion" desc="Lot Config Property Version"></property> <property num="0x88edc790" type="Uint8" name="LotConfigPropertySize" desc="LotConfigPropertySize"></property> <property num="0x88edc791" type="Uint32" name="LotConfigPropertyFamily" desc="LotConfigPropertyFamily"></property> <property num="0x88edc792" type="Float32" name="LotConfigPropertyMaxSlopeBeforeLotFoundation" desc="The slope at which it switches to using a Lot foundation"></property> <property num="0x88edc793" type="Uint8" name="LotConfigPropertyZoneTypes" desc="LotConfigPropertyZoneTypes"></property> <property num="0x88edc794" type="Uint8" name="LotConfigPropertyZoneDensityTypes" desc="LotConfigPropertyZoneDensityTypes" /> <property num="0x88edc795" type="Uint8" name="LotConfigPropertyWealthTypes" desc="LotConfigPropertyWealthTypes"></property> <property num="0x88edc796" type="Uint8" name="LotConfigPropertyPurposeTypes" desc="LotConfigPropertyPurposeTypes"></property> <property num="0x88edc797" type="Uint32" name="LotConfigPropertyFenceDefinition" desc="LotConfigPropertyFenceDefinition"></property> <property num="0x88edc798" type="Uint32" name="LotConfigPropertyRetainingWallTypes" desc="LotConfigPropertyRetainingWallTypes"></property> <property num1="0x88edc900" num2="0x88EDCDFF" type="Uint32" name="LotConfigPropertyLotObject" desc="LotConfigPropertyLotObject"></property> <property num="0x89136440" type="Uint8" name="LotConfigPropertyWaterCompatibility" desc="LotConfigPropertyWaterCompatibility"></property> <property num="0xe99b068c" type="Float32" name="LotConfigPropertyMaxSlopeAllowed" desc="The Max slope this lot will develop on"></property> <property num="0xe99b068d" type="Uint8" name="LotConfigPropertyDoConstruction" desc="If non-zero, buildings on the lot will construct, otherwise they will be fully constructed when plopped"></property> <property num="0x699b08a4" type="Float32" name="LotConfigPropertyMinSlopeAllowed" desc="The Min slope this lot will develop on"></property> <property num="0x27812837" type="Uint8" name="Growth Stage" desc="Similar to density, but with more granularity. The smallest (1) is the first to appear"></property> </group> <group name="Advice Properties"> <property num="0xc918a80e" type="String" name="Advice Title Text" desc="An advice title text" /> <property num="0x8918aa96" type="String" name="Advice Body Text" desc="An advice body text" /> <property num="0xe918aba5" type="String" name="Advice Ticker Text" desc="An advice ticker text" /> <property num="0xa918ac75" type="Bool" name="Is ticker clickable?" desc="Is the ticker line a hyper-link" /> </group> <group name="Flora Tuning"> <group name="Flora Occupant"> <property num="0x083dc35b" type="Float32" name="kSC4FloraParametersProperty" desc="kSC4FloraParametersProperty"></property> <property num="0x083dc487" type="Float32" name="kSC4FloraPreferencesProperty" desc="kSC4FloraPreferencesProperty"></property> <property num="0x083de16f" type="Uint32" name="kSC4FloraCursorProperty" desc="kSC4FloraCursorProperty"></property> <property num="0xa8f149c5" type="Uint32" name="kSC4FloraFamilyProperty" desc="kSC4FloraFamilyProperty"></property> <property num="0x2a0348ba" type="Uint32" name="Flora: Cluster type" desc="Flora type that results when combining this type and one of equal or lesser value."></property> <property num="0x2a0348bb" type="Float32" name="Flora: Cluster max radius" desc="Maximum plane distance for this flora to cluster with others."></property> <property num="0x2a0348bc" type="Float32" name="Flora: Cluster max height" desc="Maximum altitude differential for this flora to cluster with others."></property> <property num="0xea346888" type="Bool" name="kPropertyID_WaterFlora" desc="If this property is present, then the given flora is a water flora and its elevation preference table entries are interpreted as depth below sea level instead of altitude above sea level"></property> <property num="0x6a37ebb6" type="Bool" name="Flora: Wild" desc="Controls whether the flora appears in landscape mode (wild) or mayor mode (domestic)."></property> </group> <property num="0x8761abd0" type="Uint32" name="mnMonthsBetweenCellCoverage" desc="mnMonthsBetweenCellCoverage"></property> <property num="0x085489c7" type="Uint32" name="mnRandomSeedingCellsPerMonth" desc="mnRandomSeedingCellsPerMonth"></property> <property num="0xc9dbdd00" type="Float32" name="Flora: burnt sweep interval" desc="Days between sweeps for burnt stumps (may be fractional)"></property> <property num="0xc9dbdd01" type="Float32" name="Flora: burnt sweep size" desc="Maximum number of burnt stumps removed per sweep (may be fractional)"></property> <property num="0xc9dbdd02" type="Float32" name="Flora: elevation scale range" desc="Meters from sea level over which to distribute the 16 elevation rows"></property> </group> <group name="Prop"> <property num="0xe82b68eb" type="Uint32" name="PropType" desc="If assigned to an occupant, this property denotes it as a prop. Must use a valid prop ID as a property value. See SC4PropOccupant.h"></property> <property num="0x49a1e05a" type="Uint32" name="Requester Satisfaction" desc="What prop requester this prop satisfies."></property> <property num="0xe9a316eb" type="Uint8" name="Prop Wealth" desc="What wealth level this prop will appear at"></property> <property num="0x49c9c93c" type="Uint8" name="Nighttime State Change" desc="How this prop reacts to night"></property> <property num="0xc98204b8" type="String" name="Visual effect name" desc="If present, indicates an effect by string name. If not present, then 'kExemplarPropertyID_ExemplarName' is used."></property> <property num="0xa977a86b" type="Uint32" name="Prop occupant class ID" desc="Uint32: The class ID of the prop occupant to create. If not present, then 'kGZCLSID_cSC4PropOccupant' is used."></property> <property num="0x09f00e59" type="Bool" name="Ignore lot state effects" desc="If set to true, specifies that the prop should ignore lot state effects (distressed, abandoned, etc.)."></property> <property num="0xe9f0fa86" type="Bool" name="Self-illuminated" desc="If set to true, specifies that the prop should be treated as self-lit"></property> <property num="0x4a149631" type="Float32" name="Prop Time of Day" desc="Range of hours on 24-hour clock (0-23) when prop will be at state 0 (visible). If start and end times are both 0, always visible."></property> <property num="0x6a3fcc37" type="Uint32" name="Global Effect Trigger" desc="Trigger ID for script-defined global effect that turns this prop on (state 0) and off (state 1)."></property> <property num="0x6a5e0727" type="Uint8" name="Active Lot State" desc="What lot state this prop is active in. Don't add the property if the prop is active in all lot states."></property> <property num="0x8a5e5db8" type="Bool" name="Is Ground Model" desc="Present if this prop is a ground-based model suitable for demolish fx, shadows, and collision avoidance"></property> <property num="0x4a70d491" type="Bool" name="States as Frames" desc="Add this property only if prop states are visually depicted by different frames in an animated model instance"></property> <property num="0xca7515cc" type="Uint8" name="Simulator Date Start" desc="Simulator MONTH (1-12) and DAY (1-31) to start this prop's date interval"></property> <property num="0x0a751675" type="Uint32" name="Simulator Date Interval" desc="How often this prop becomes active, in days."></property> <property num="0x4a751ad5" type="Uint8" name="Prop Random Chance" desc="Random chance (0-100) of this prop appearing according to time-of-day and simulator date"></property> <property num="0x4a764564" type="Uint32" name="Simulator Date Duration" desc="How long in simulator days the prop will stay active once triggered"></property> <property num="0x2a89b677" type="Bool" name="Prop Destroys Lot" desc="Whether or not prop destroys entire lot when it burns down. Default is true for flammable props."></property> <property num="0x4a89fcf3" type="Bool" name="Previewable" desc="If set to true, the prop will appear in the building plop preview"></property> <property num="0x6a95e503" type="Bool" name="Query as main building" desc="If set to true, when the prop is hover queried it will highlight both itself and the main building (and give the same hover data)"></property> <property num="0x6a959e71" type="Bool" name="Requires Power to Appear" desc="Prop only appears if lot is powered"></property> <property num="0x69f14d33" type="Bool" name="Orient To Slope" desc="Prop rotates x/z to match slope"></property> <property num="0x4a9f188b" type="Bool" name="Light" desc="Set if prop has a light mask and should light up at night with the lot building."></property> <property num="0x6a9edd07" type="Uint8" name="Animated Prop Play Mode" desc="Whether animated props should be looped, ping-pong, or one-shot. If not present, the default is Loop."></property> <property num="0x8aa864d5" type="Uint32" name="Crime Incident ID" desc="Which crime simulator incident this prop represents, or 0 if it's a generic crime prop."></property> <property num="0xabb90e58" type="Uint8" name="Helipad Type" desc="Indicate what kind of helicopter should appear on this helipad"></property> <property num="0x0bfa15a5" type="Uint8" name="Airplane Hanger Type" desc="Indicate what kind of airplane should appear at this point"></property> <property num="0x8bfb1072" type="Uint8" name="Runway End Number" desc="Indicate the location of the end of a runway. Must come in pairs."></property> <group name="OBSOLETE"> <property num="0x699b327e" type="Float32" name="GarbageFilterResponse" desc="(Deprecated) Response for GarbageFilter" /> <property num="0xe999cc32" type="Float32" name="WealthFilterResponse" desc="(Deprecated) Response for WealthFilter" /> <property num="0xe99af514" type="Float32" name="CrimeFilterResponse" desc="(Deprecated) Response for CrimeFilter" /> <property num="0xc82b6cb7" type="Float32" name="PropPlacement" desc="Intended to control Z/R-dependent prop placement. Not implemented yet." /> <property num="0x6a91b499" type="Bool" name="Removable Stoplight Prop" desc="This is an intersection stoplight prop that can be removed by the engine if necessary." /> </group> </group> <group name="Occupant"> <property num="0x29244db5" type="Uint8" name="Flammability" desc="Flammability rating of this occupant"></property> <property num="0x49beda31" type="Uint8" name="MaxFireStage" desc="(0-5) highest fire stage this occupant can reach"></property> <property num="0xe9d117c3" type="Bool" name="Special case only" desc="If set, occupant is never chosen based on user action or normal simulation."></property> <property num="0x8a1c3e72" type="Sint64" name="Worth" desc="If e.g., the occupant gets destroyed by a disaster, this is the reported damage amount"></property> <property num="0xea5393ed" type="Bool" name="Requires power to animate" desc="Set this to true if the occupant requires power to animate"></property> <property num="0x8a5f88e3" type="Uint32" name="MinForPurposeFundingPercentageToAnimate" desc="(PurposeId, funding)The occupant needs to be funded by at least this much for the specified purpose, for it to animate"></property> </group> <group name="Catalog View"> <property num="0x899afbad" type="String" name="Item Name" desc="The item name that will be visible to the player"></property> <property num="0x8a2602a9" type="String" name="Item Description" desc="Human-readable description of this item"></property> <property num="0x8a2602b8" type="Uint32" name="Item Icon" desc="Resource instance ID of Menu Icon for this item"></property> <property num="0x8a2602b9" type="Uint32" name="Item Order" desc="Controls position in menu"></property> <property num="0x8a2602ba" type="Uint32" name="Item Submenu" desc="If needed: which sub menu this item belongs to"></property> <property num="0x8a2602bb" type="Uint32" name="Item Button ID" desc="If needed: the button id this item corresponds to"></property> <property num="0x6ad54804" type="Sint32" name="Catalog Monthly Cost" desc="Value for displaying monthly cost in the catalog - not simulated"></property> <property num="0x8a94eee0" type="Float32" name="Catalog Monthly Cost (float)" desc="Float value for displaying monthly cost in the catalog - not simulated"></property> <property num="0x4aa60ebc" type="Uint32" name="Catalog Capacity" desc="Value for displaying capacity in the catalog - not simulated"></property> <property num="0xca416ab5" type="Uint32" name="Item Description Key" desc="Resource key of the string resource of the description"></property> </group> <group name="Building"> <property num="0xaa230baf" type="Uint8" name="Industrial Building Type" desc="Which type of Industrial (Anchor/Out/Mech)"></property> <property num="0x499afa38" type="Uint8" name="Construction Time" desc="Construction time in Sim-days"></property> <property num="0x099afacd" type="Sint64" name="Bulldoze Cost" desc="Bulldoze cost to delete the building, in Simoleans(tm)"></property> <property num="0x49cac341" type="Sint64" name="Plop Cost" desc="Cost to plop this building, in Simoleans(tm)"></property> <property num="0x27812810" type="Float32" name="Occupant Size" desc="In meters: Width Height Depth"></property> <property num="0x27812832" type="Uint8" name="Wealth" desc="Wealth represented by the building"></property> <property num="0x27812833" type="Uint8" name="Purpose" desc="Function of building"></property> <property num="0x27812834" type="Uint32" name="Capacity Satisfied" desc="paired values-developer ID, and how much capacity this building offers to that developer"></property> <property num="0x27812836" type="Bool" name="Allow Joint Occupancy" desc="if true, different types can occupy the building simultaneously"></property> <property num="0x2781283f" type="Bool" name="Monopoly Piece" desc="If true, this building is for debug and tuning use only"></property> <property num="0x27812840" type="Uint32" name="Demand Satisfied" desc="paired values-demand ID, and how much plopping this building supplies the resource"></property> <property num="0x27812841" type="Uint32" name="Demand Created" desc="paired values-demand ID, and how much plopping this building increases the demand for the resource"></property> <property num="0x27812842" type="Float32" name="Demand Satisfied (float)" desc="IDs from Demand Satisfied are associated to these values instead of the Uint32 values"></property> <property num="0x27812843" type="Float32" name="Demand Created (float)" desc="IDs from Demand Created are associated to these values instead of the Uint32 values"></property> <property num="0x27812844" type="Bool" name="Demand Is Variable" desc="if true, the demand simulator ignores demand created and demand satisfied until instructed"></property> <property num="0x2781284f" type="Sint32" name="Landmark Effect" desc="magnitude, radius"></property> <property num="0x27812850" type="Sint32" name="Park Effect" desc="magnitude, radius"></property> <property num="0x27812851" type="Sint32" name="Pollution at center" desc="Pollution generated: air, water, garbage, radiation (at center of the area of effect)"></property> <property num="0x0abfc024" type="Uint32" name="AppearanceZoomsFlag" desc="Flag specifying the zooms in which the model should appear"></property> <property num="0xca5b9305" type="Sint32" name="Mayor Rating Effect" desc="Mayor rating effect: magnitude, radius"></property> <property num="0xca5b9306" type="Uint8" name="Crime Effect" desc="Crime effect: magnitude, radius. Doesn't increase overall crime, but can negate effects of police stations"></property> <property num="0xaa5832f3" type="Sint32" name="Pollution at outer edge of circle" desc="Pollution generated: air, water, garbage, radiation (at outer radius of area of effect)"></property> <property num="0x68ee9764" type="Float32" name="Pollution radii" desc="Radii for pollution generated: air, water, garbage, radiation"></property> <property num="0x27812852" type="Uint32" name="Power Generated" desc="Amount of power generated"></property> <property num="0x27812853" type="Uint32" name="Power Plant Type" desc="Type of power plant"></property> <property num="0x27812854" type="Uint32" name="Power Consumed" desc="Amount of power consumed"></property> <property num="0x6a43150f" type="Uint32" name="Hard Failure Type" desc="Explosion type at end of life"></property> <property num="0x09132de8" type="Sint64" name="Power pole monthly upkeep" desc="Cost of maintaining this power pole"></property> <property num="0xa9132ef9" type="Float32" name="Power line monthly upkeep" desc="Cost of maintaining each cell of wire connected to this power pole"></property> <property num="0xc8ebd131" type="Uint32" name="Water Treatment monthly capacity" desc="Amount of water treated per month"></property> <property num="0xa8ebcf0c" type="Uint32" name="Incinerator monthly capacity" desc="Amount of trash burned per month"></property> <property num="0x48ebd0b1" type="Uint32" name="Waste to energy monthly Capacity" desc="Amount of trash converted to energy per month"></property> <property num="0x88ed1059" type="Uint32" name="Recycling center percent reduction" desc="Percentage by which recycling center reduces trash"></property> <property num="0x68ed1736" type="Uint32" name="Recycling center population served" desc="Number of people that can be served by this recycling center"></property> <property num="0xc8ed2d84" type="Uint32" name="Water Consumed" desc="Amount of water consumed"></property> <property num="0x88ed3303" type="Uint32" name="Water Produced" desc="Amount of water produced"></property> <property num="0x48ee7a44" type="Uint32" name="Garbage Capacity" desc="Amount of garbage the building can store in a month"></property> <property num="0x48f23a7e" type="Uint8" name="Water Source" desc="Where this water producer gets its water"></property> <property num="0x27812870" type="Uint32" name="Building/prop Family" desc="The family that this building or prop is a member of"></property> <property num="0xe90e25a1" type="Uint8" name="Transit Switch Point" desc="Paired entries indicating this building allows a travelling Sim to switch between transit types"></property> <property num="0xe90e25a2" type="Float32" name="Transit Switch Entry Cost" desc="Step cost to enter this transit switch"></property> <property num="0xe90e25a3" type="Float32" name="Transit Switch Traffic Capacity" desc="Amount of traffic the switch can handle without increasing travel time"></property> <property num="0x0bfc0a4c" type="Float32" name="Transit Switch Fare" desc="Simoleon charge per traveller to enter the switch"></property> <property num="0x4bfc47b0" type="Bool" name="Transit Switch Capacity Effect" desc="If true, this building radiates capacity reduction like intersections"></property> <property num="0xe91a0b5f" type="Sint64" name="Building value" desc="Base value in simoleons of this building"></property> <property num="0xc910b4ce" type="Float32" name="Power plant energy conversion cost" desc="Cost to produce one unit of electricity, not including infrastructure maintenance"></property> <property num="0xea1cf220" type="Float32" name="Age degradation rate" desc="How fast this plant degrades over time"></property> <property num="0xea1cf221" type="Float32" name="Soft failure threshold" desc="Threshold at which soft failure occurs"></property> <property num="0xea1cf222" type="Float32" name="Hard failure threshold" desc="Threshold at which hard failure occurs"></property> <property num="0x0911e2e7" type="Float32" name="Age to maintenance cost multiplier response curve" desc="Converts the current age degradation of the plant to a multiplier for maintenance cost"></property> <property num="0x8a1e07ee" type="Float32" name="Age to output level response curve" desc="Converts the current age degradation of the plant to a multiplier for production level"></property> <property num="0xea1e3c53" type="Float32" name="Water building pumping cost" desc="Cost to produce one unit of water, not including infrastructure maintenance"></property> <property num="0xea260589" type="Uint32" name="Lot Resource Key" desc="For ploppable buildings: Resource instance ID of lot exemplar for this building"></property> <property num="0x6a19f6b5" type="Float32" name="Health effect radius" desc="Radius of generic health effect of this building"></property> <property num="0xaa19f6ea" type="Float32" name="Health effect strength" desc="Strength of generic health effect of this building (positive or negative)"></property> <property num="0xea2e078b" type="Uint32" name="City Exclusion Group" desc="For ploppable buildings: No more than one building within the specified group can be built in a single city."></property> <property num="0xea2e078c" type="Uint32" name="Regional Exclusion Group" desc="For ploppable buildings: No more than one building within the specified group can be built in a single region." /> <property num="0xea3209f8" type="Bool" name="Conditional Building" desc="If true, building will appear ghosted in the menu until triggered by a script condition"></property> <property num="0xaa5c04c5" type="Float32" name="Radiation Spew Intensity" desc="Intensity of radiation spew when power plant blows up"></property> <property num="0xaa5c04c8" type="Float32" name="Radiation Spew Radius" desc="Radius of radiation spew when power plant blows up"></property> <property num="0x091b42a2" type="Float32" name="Hospital Coverage Radius" desc="Radius of this hospital's coverage, in meters"></property> <property num="0x69220415" type="Uint32" name="Hospital Patient Capacity" desc="Maximum number of patients served by this hospital"></property> <property num="0x2921a9cc" type="Float32" name="Hospital Population vs. Distance" desc="Maps distance from hospital to a % of population covered"></property> <property num="0xc9299659" type="Float32" name="Hospital HQ boost" desc="Inherent HQ boost of this hospital"></property> <property num="0xa92ae3bd" type="Float32" name="Hospital Effectiveness vs. Average Age" desc="Maps Average age of a tract to the % HQ boost the hospital gives the tract"></property> <property num="0xa92d9fcd" type="Float32" name="Hosptial Effectiveness vs. Wealth" desc="Maps wealth level to HQ boost %"></property> <property num="0x292d8f9b" type="Uint32" name="Hospital Type ID List" desc="Variable length list of type IDs for this hospital"></property> <property num="0x691b42b3" type="Float32" name="School Coverage Radius" desc="Radius of a school's coverage, in meters"></property> <property num="0x8922041b" type="Uint32" name="School Student Capacity" desc="Maximum number of students served by this school"></property> <property num="0xe921a936" type="Float32" name="School Population vs. Distance" desc="Maps distance from school to a % of population covered"></property> <property num="0xa92ae446" type="Float32" name="School EQ boost" desc="The EQ boost the school gives at it's origin"></property> <property num="0xc9299662" type="Float32" name="School Effectiveness vs. Average Age" desc="Maps Average age of a tract to the % EQ boost the school gives the tract"></property> <property num="0xc92d7ec0" type="Float32" name="School Effectiveness vs. Wealth" desc="Maps wealth level to EQ boost %"></property> <property num="0xa92d8e40" type="Uint32" name="School Type ID List" desc="Variable length list of type IDs for this school"></property> <property num="0x0bd86fd3" type="Uint8" name="Ferry Terminal Type" desc="Type of ferry terminal"></property> <property num="0x88fcd877" type="Uint32" name="Building foundation" desc="Foundation type ID for this building or lot. Absent for none."></property> <property num="0xe83a081d" type="Bool" name="kSC4BuildingModelRotationProperty" desc="If property is present (regardless of value), then the model can be rotated and contains 'full geometry'."></property> <property num="0xe9822d62" type="Bool" name="kSC4BuildingNoModelProperty" desc="If present, then there are no building-style models for this building and if there are any, they should be ignored."></property> <property num="0xea123cef" type="Uint32" name="kSC4BuildingModelClassProperty" desc="If present, specifies a GZCLSID (class id) for the model class to use. Otherwise, just use the default kGZCLSID_cS3DModelInstance."></property> <property num="0xea3209f9" type="Bool" name="No Shadows" desc="If true, building will not draw shadows"></property> <property num="0xe9aee3da" type="Uint32" name="Response vehicle type" desc="Group(s) of vehicle automata that will be created when this building is constructed or plopped."></property> <property num="0xe9aee3db" type="Uint8" name="Response vehicle count" desc="How many of each type (in Response Vehicle Type property) will be created when building is constructed or plopped."></property> <property num="0xe9aee3dc" type="Uint32" name="Response pedestrian type" desc="Group(s) of pedestrian automata that will be created when this building is constructed or plopped."></property> <property num="0xe9aee3dd" type="Uint8" name="Response pedestrian count" desc="How many of each type (in Response Pedestrian Type property) will be created when building is constructed or plopped."></property> <property num="0x29b55f73" type="Uint32" name="Field Lots" desc="A list of IDs of 1x1 lots that describe a field tile associated with this building (will choose 1 randomly)"></property> <property num="0x8a0b4103" type="Uint32" name="Freight Receiving Capacity" desc="Freight traffic that can arrive at this building"></property> <property num="0xc9b93a56" type="Uint32" name="SFX:Default Plop Sound" desc="GUID of sound played when building is plopped"></property> <property num="0xca19d7ca" type="Uint32" name="SFX:Ambience Good Sound" desc="GUID of sound played when building is around and in good working order"></property> <property num="0x0a4c13cb" type="Uint32" name="SFX:Ambience Decayed Sound" desc="GUID of sound played when building is around and damaged or decayed"></property> <property num="0x4a4c132e" type="Uint32" name="SFX:Activate Sound" desc="GUID of sound played when building goes online"></property> <property num="0x0a36afa2" type="Uint32" name="SFX:AlarmSoundId" desc="GUID of sound played when alarm goes off"></property> <property num="0x6a36afab" type="Float32" name="SFX:AlarmTime" desc="24hour times i.e. 15.5"></property> <property num="0x6a36afac" type="Uint32" name="SFX:Occupant Instance Sound" desc="GUID of sound played for the occupant. There will be one instance per occupant."></property> <property num="0x2a53be13" type="Uint32" name="SFX:Alarm Ambience Sound" desc="GUID of sound. Plays between alarm times."></property> <property num="0xaa1dd397" type="Uint32" name="SFX:Query Sound" desc="GUID of the sound to play when the occupant is clicked on with query tool"></property> <property num="0x0a902434" type="Uint32" name="SFX:Query Sound Abandoned" desc="GUID of the sound to play when the occupant is clicked on with query tool and is abandoned."></property> <property num="0xaa905ab9" type="Uint32" name="SFX:Query Sound decayed" desc="GUID of the sound to play when the occupant is clicked on with query tool and is decayed."></property> <property num="0xaa87817a" type="Uint32" name="SFX:Intersection Sound" desc="GUID of the sound to play when the occupant approaches an intersection"></property> <property num="0x0a93036f" type="Uint32" name="SFX:Demolition Sound" desc="GUID of the sound to play when an occupant is demolished"></property> <property num="0x6c044bb5" type="Uint32" name="SFX:ActiveSound" desc="GUID array of sounds to play (per zoom) when occupant is 'active'"></property> <property num="0xea54d283" type="Uint32" name="Budget Item: Department" desc="GUID(s) of department ID for this budget item"></property> <property num="0xea54d284" type="Uint32" name="Budget Item: Line" desc="GUID(s) of line item ID for this budget item"></property> <property num="0xea54d285" type="Uint32" name="Budget Item: Purpose" desc="GUID(s) of purpose ID for this budget item"></property> <property num="0xea54d286" type="Sint64" name="Budget Item: Cost" desc="Cost(s) in Simoleans for this budget item"></property> <property num="0x2a499f85" type="Uint32" name="Query exemplar GUID" desc="GUID for this building's Query exemplar"></property> <property num="0xaa5c23fa" type="Uint32" name="Landmark Homage Key" desc="Resource key of string to be displayed in the landmark's query dialog"></property> <property num="0x4a5f7c4b" type="Uint32" name="Desirability Effect IDs" desc="Growth Developer IDs to go with next property"></property> <property num="0x4a5f7315" type="Float32" name="Desirability Effect Values" desc="Radius in cells, Max effect, and min effect for each developer"></property> <property num="0xaa60e745" type="Float32" name="Goofy Stat Response Curve" desc="Response curve for the Goofy Stat field in query dialogs"></property> <property num="0xaa83558f" type="Uint8" name="Crane Hints" desc="What kind of crane to use"></property> <group name="OBSOLETE"> <property num="0x68e94a50" type="Sint32" name="(Obs) kSC4BuildingPropertyCrimeEffectCenterStrength" desc="Strength of the crime in the area near the building. This number is in some imaginary units." /> <property num="0x68e94a51" type="Sint32" name="(Obs) kSC4BuildingPropertyCrimeEffectExteriorStrength" desc="Strength of the police in the area at the radius of effect. This number is in some imaginary units." /> <property num="0x68e94a52" type="Float32" name="(Obs) kSC4BuildingPropertyCrimeEffectRadius" desc="A measurement of the radius, in meters, of the effect of this building." /> <property num="0x68e94a53" type="Float32" name="(Obs) kSC4BuildingPropertyCrimeEffectFactor" desc="A dynamic property which is normally 1.0, but can be roughly -2.0 to +2.0." /> <property num="0x2921e147" type="Sint64" name="(Obs)Mass Transit monthly upkeep" desc="Cost of maintaining this building to mass transit budget" /> <property num="0x27812830" type="Uint8" name="Obsolete! (Supported Zones)" desc="Specifies zones compatible with building" /> <property num="0x27812831" type="Uint8" name="Obsolete! (Density)" desc="Density of population represented by the building" /> <property num="0x27812835" type="Uint32" name="Capacity (secondary)" desc="paired values-developer ID, and how much capacity this building offers to that developer" /> <property num="0xc910b4cd" type="Sint64" name="(Obs)Utility building monthly upkeep" desc="Cost of maintaining this utility building" /> <property num="0x2a4174aa" type="Sint64" name="(Obs)Landmark Monthly Maintenance" desc="Cost of maintaining this to the landmark budget" /> <property num="0x499afb52" type="String" name="Style" desc="Building Art Style (Chi,Dal,NYC,etc...)" /> <property num="0xe918a73f" type="Sint64" name="(Obs)Hospital Staff Budget" desc="Cost of paying the staff for this hospital" /> <property num="0x2921f718" type="Sint64" name="(Obs)Hospital Ambulance Budget" desc="Cost of operating ambulances for this hospital" /> <property num="0xc921c9c7" type="Sint64" name="(Obs)School Staff Budget" desc="Cost of paying the staff for this school" /> <property num="0xa921c9d3" type="Sint64" name="(Obs)School Bus Budget" desc="Cost of operating buses for this hospital" /> <property num="0xc7e16a90" type="Bool" name="kSC4BuildingFoundationDisabledProperty" desc="If property is present (regardless of value), then no foundation is ever made for the building." /> <property num="0xc7e16a91" type="Bool" name="kSC4BuildingBuiltInFoundationProperty" desc="If property is present (regardless of value), then the building has a built-in foundation. If so, then the kSC4BuildingBaseAltitudeProperty should usually (always?) be present." /> <property num="0xc7e16a92" type="Float32" name="kSC4BuildingBaseAltitudeProperty" desc="If present, then the building's coordinate origin is above the base by this many units and you'll need to calculate bounding boxes a little differently. Usually found with kSC4BuildingBuiltInFoundationProperty." /> <property num="0x891b42ab" type="Float32" name="Hospital Effectiveness vs. Distance" desc="Maps % of coverage distance from a hospital to HQ boost %" /> <property num="0x491b42af" type="Float32" name="Hospital Population vs. Average Age" desc="Maps average age to a % of population covered" /> <property num="0x491b42b9" type="Float32" name="School Effectiveness vs. Distance" desc="Maps % of coverage distance from a school to EQ boost %" /> <property num="0xe91b42bd" type="Float32" name="School Population vs. Average Age" desc="Maps average age to a % of population covered" /> <property num="0x883a0724" type="Bool" name="kSC4BuildingNoOrientationProperty" desc="If property is present (regardless of value), then the building cannot be oriented (e.g. to face a road)." /> </group> </group> <group name="Foundation"> <property num="0x68fcff37" type="Uint32" name="kSC4FoundationPropertySideTextures" desc="Texture IDs for each zoom level. Mutally exclusive with building model properties."></property> <property num="0x68fcff38" type="Uint32" name="kSC4FoundationPropertyTopTextures" desc="Texture IDs for each zoom level. Mutally exclusive with building model properties."></property> <property num="0xc911eda0" type="Float32" name="kSC4FoundationPropertySideTextureSize" desc="Size of a texture in meters. Defaults to standard city cell size."></property> <property num="0xc911eda1" type="Float32" name="kSC4FoundationPropertyTopTextureSize" desc="Size of a texture in meters. Defaults to standard city cell size."></property> <property num="0x88fcc3e3" type="Float32" name="kSC4FoundationPropertyMaxHeight" desc="The height a foundation can lift an occupant (usually a building or lot)."></property> </group> <group name="Lot Retaining Wall"> <property num="0x295961f2" type="Uint32" name="kSC4RetainingWallPropertyWallTextures" desc="Texture IDs for each zoom level."></property> <property num="0x295961f3" type="Float32" name="kSC4RetainingWallPropertyWallTextureSize" desc="Size of a texture in meters. Defaults to standard city cell size."></property> </group> <group name="RCI"> <property num="0x47bb3f10" type="Sint32" name="Minimum Value" desc="Minimum active demand, use 0x80000000 for none"></property> <property num="0x47bb3f11" type="Sint32" name="Maximum Value" desc="Maximum active demand, use 0x7fffffff for none"></property> <property num="0x47bb3f20" type="Sint32" name="Initial Supply" desc="Initial supply of this resource, [min, max]"></property> <property num="0x47bb3f21" type="Sint32" name="Initial Demand" desc="Initial demand for this resource, [min, max]"></property> <property num="0x47bb3f30" type="Uint32" name="Drives" desc="Demands increased by this resource (demandID, percentage)"></property> <property num="0x47bb3f31" type="Uint32" name="Satisfies" desc="Resources created by this resource (demandID, percentage)"></property> <property num="0x47bb3f32" type="Uint32" name="Contributes" desc="Demands increased by this demand (demandID, percentage)"></property> <property num="0x47bb3f41" type="Uint32" name="Caps demand" desc="Demand IDs capped by this resource, based on % depleted"></property> <property num="0x47bb3f50" type="Uint32" name="Sums" desc="List of demand IDs summed by this one"></property> <property num="0x47bb3f60" type="Uint8" name="Region Use" desc="Which part of the regional index is added to the local index"></property> <group name="OBSOLETE"> <property num="0x47bb3f40" type="Uint32" name="Limits growth" desc="Supply limited by this resource (demandID, percentage)" /> </group> </group> <group name="Growth Developer"> <group name="Landfill Developer"> <property num="0x4a280510" type="Float32" name="Landfill: Garbage Decay Rate" desc="The rate at which garbage decays in units per month"></property> <property num="0x4a280513" type="Float32" name="Landfill: Level Tolerance Threshold" desc="The altitude variance of the landfill zone before levelling will take place"></property> <property num="0x4a677e5b" type="Uint32" name="Landfill: Total Max Garbage Monthly" desc="The max total amount of garbage units taken in by landfills monthly"></property> <property num="0x4a677e5c" type="Uint32" name="Landfill: Monthly Max Garbage per Landfill" desc="The max amount of garbage units taken in by each landfill monthly"></property> <property num="0x4a677e5d" type="Bool" name="Landfill: Move Landfill Tiles with Terrain" desc="Flag indicating whether or not to move landfill tiles with terrain"></property> <property num="0x4a677e5e" type="Uint32" name="Landfill: Monthly Max Garbage Decayed per Landfill" desc="The max amount of garbage units to decay in each landfill monthly"></property> <property num="0x4a677e5f" type="Sint64" name="Landfill: Default Landfill Cell Maintenance Cost" desc="Monthly maintenance cost of a landfill cell (can be overridden by the model budghet cost property)"></property> <property num="0x2aa00fe7" type="Sint64" name="Landfill: Cost for Altitude Change" desc="When zoning, the additional cost per cell for each meter of altitude changed"></property> </group> <group name="Port Developer"> <property num="0x8a270fc3" type="Uint32" name="Port Type Exemplar IDs" desc="List of instance IDs for exemplars containing the properties for each distinct airport/seaport type"></property> <property num="0xca271780" type="Uint32" name="Num Growth Stages" desc="Number of growth stages (i.e. number of lots) for this particular airport type"></property> <property num="0xca271781" type="Uint32" name="Lot stage template IDs" desc="List of template IDs for each growth stage"></property> <property num="0xca271782" type="Float32" name="Obsolete! (Demand Thresholds List)" desc="List of demand thresholds for each growth stage. What this value refers to is zone type specific."></property> <property num="0xca271783" type="Sint64" name="Budget Requirements List" desc="List of budget requirements for each growth stage - in Simoleans (tm)"></property> <property num="0xca271784" type="Uint32" name="Trip Capacity List" desc="List of trip capacities for each growth stage for airport or seaport"></property> <property num="0xca271785" type="Float32" name="Efficiency Distress Threshold" desc="Efficiency percentage under which the port lot distresses"></property> <property num="0xca271786" type="Sint64" name="Stage Upgrade Cost" desc="List of costs in Simoleans (tm) associated with each growth stage"></property> <property num="0xca271787" type="Uint8" name="Port Size" desc="Port Size identifier. 1=small, 2=medium, 3=large"></property> <property num="0xca271788" type="Uint8" name="Port Width" desc="Width of the port lot (in North rotation)"></property> <property num="0xca271789" type="Uint8" name="Port Height" desc="Height of the port lot (in North rotation)"></property> <property num="0xca271800" type="Float32" name="Height Map" desc="Optional list of vertex altitude values corresponding to each cell in the lot for airport or seaport"></property> </group> <group name="Park Manager"> <property num="0xca480830" type="Float32" name="Efficiency Distress Threshold" desc="Efficiency value under which the lot begins to distress"></property> <property num="0x4a6676ad" type="Float32" name="Zoo Escape Chance Curve" desc="Input: park efficiency (0-100) Output: Chance of zoo escape each month (0-100)"></property> </group> <property num="0x87cd6300" type="Uint8" name="Target Zone" desc="The type of zone that is developed"></property> <property num="0x87cd6301" type="Uint32" name="Demand Source Index" desc="Demand comes from this index OR source zone"></property> <property num="0x87cd6310" type="Uint8" name="Tract Size" desc="Power of 2; determines the size of the demand grid"></property> <property num="0x87cd6330" type="Uint8" name="Wealth Type" desc="Specifies (source and target) wealth type"></property> <property num="0x87cd6332" type="Uint8" name="Purpose Type" desc="Specifies type of building created by this developer"></property> <property num="0x87cd6333" type="Uint8" name="Land Value Range" desc="Specifies acceptable land values (0, 0 disables)"></property> <property num="0x87cd633f" type="Bool" name="Land Value Use Intrinsic" desc="True means use total land value"></property> <property num="0x87cd6340" type="Float32" name="Land Value Effect" desc="How much land value is a factor in desirability"></property> <property num="0x87cd6341" type="Float32" name="Park Effect" desc="How much park proximity affects desirability"></property> <property num="0x87cd6343" type="Float32" name="R$ Proximity Effect" desc="How much proximity to R$ is a factor in desirability"></property> <property num="0x87cd6344" type="Float32" name="R$$ Proximity Effect" desc="How much proximity to R$$ is a factor in desirability"></property> <property num="0x87cd6345" type="Float32" name="R$$$ Proximity Effect" desc="How much proximity to R$$$ is a factor in desirability"></property> <property num="0x87cd6346" type="Float32" name="Traffic Effect" desc="How much traffic volume is a factor in desirability"></property> <property num="0x87cd6347" type="Float32" name="Trip Length Effect" desc="How much travel time is a factor in desirability"></property> <property num="0x87cd6348" type="Float32" name="School Effect" desc="How much school grade is a factor in desirability"></property> <property num="0x87cd6349" type="Float32" name="Hospital Effect" desc="How much hospital grade is a factor in desirability"></property> <property num="0x87cd634a" type="Float32" name="Crime Effect" desc="How much crime is a factor in desirability"></property> <property num="0x87cd634b" type="Float32" name="Pollution Effect Air" desc="How much air pollution proximity affects desirability"></property> <property num="0x87cd634c" type="Float32" name="Pollution Effect Water" desc="How much water pollution proximity affects desirability"></property> <property num="0x87cd634d" type="Float32" name="Pollution Effect Garbage" desc="How much garbage pollution proximity affects desirability"></property> <property num="0x87cd634e" type="Float32" name="Pollution Effect Radiation" desc="How much radiation pollution proximity affects desirability"></property> <property num="0x87cd6354" type="Sint32" name="Desirability Threshold Decline" desc="Tracts with desirability greater than this value never abandon."></property> <property num="0x87cd6355" type="Sint32" name="Desirability Threshold Growth" desc="Tracts with desirability less than this value never develop. Tested before pruning."></property> <property num="0x87cd6356" type="Bool" name="Phantom Demand" desc="If true, unhappy sims will create a demand for new growth, which results in migration"></property> <property num="0x87cd6357" type="Sint32" name="Baseline Desirability" desc="Value for desirability, if no other effects are applicable"></property> <property num="0x87cd6360" type="Uint8" name="Stage Count" desc="Number of growth stages"></property> <property num="0x87cd6361" type="Float32" name="Stage 1 vs. Size" desc="Percentage of growth which should be of type 1, as a function of the population of the city"></property> <property num="0x87cd6362" type="Float32" name="Stage 2 vs. Size" desc="Percentage of growth which should be of type 2, as a function of the population of the city"></property> <property num="0x87cd6363" type="Float32" name="Stage 3 vs. Size" desc="Percentage of growth which should be of type 3, as a function of the population of the city"></property> <property num="0x87cd6364" type="Float32" name="Stage 4 vs. Size" desc="Percentage of growth which should be of type 4, as a function of the population of the city"></property> <property num="0x87cd6365" type="Float32" name="Stage 5 vs. Size" desc="Percentage of growth which should be of type 5, as a function of the population of the city"></property> <property num="0x87cd6366" type="Float32" name="Stage 6 vs. Size" desc="Percentage of growth which should be of type 6, as a function of the population of the city"></property> <property num="0x87cd6367" type="Float32" name="Stage 7 vs. Size" desc="Percentage of growth which should be of type 7, as a function of the population of the city"></property> <property num="0x87cd6368" type="Float32" name="Stage 8 vs. Size" desc="Percentage of growth which should be of type 8, as a function of the population of the city"></property> <property num="0x87cd6370" type="Uint8" name="Water Supply Cap" desc="Maximum density allowed without water service"></property> <property num="0x87cd6371" type="Uint8" name="Fire Coverage Cap" desc="Maximum density allowed without fire protection"></property> <property num="0x87cd6372" type="Uint8" name="Park Cap" desc="Maximum density allowed without a nearby park"></property> <property num="0x87cd6373" type="Uint8" name="Power Supply Cap" desc="Maximum density allowed without power service"></property> <property num="0x87cd6381" type="Uint8" name="Use Monopoly Pieces" desc="Specifies building selection mode"></property> <property num="0x87cd6391" type="Float32" name="Co$$ Proximity Effect" desc="How much proximity to Co$$ is a factor in desirability"></property> <property num="0x87cd6392" type="Float32" name="Co$$$ Proximity Effect" desc="How much proximity to Co$$$ is a factor in desirability"></property> <property num="0x87cd6397" type="Float32" name="Transient Aura Effect" desc="How much transient aura effects (-128, 127) affect desirability"></property> <property num="0x87cd6398" type="Float32" name="Slope Effect" desc="How much slope is a factor in desirability"></property> <property num="0x87cd6399" type="Float32" name="Landmark Effect" desc="How much landmark proximity affects desirability"></property> <property num="0x87cd63a0" type="Uint32" name="Style Percentages" desc="Pairs of occupant group IDs and percentages showing how often they should be used"></property> <group name="OBSOLETE"> <property num="0x87cd6331" type="Uint8" name="Obsolete! (Density Type)" desc="Specifies density" /> <property num="0x87cd6342" type="Float32" name="Obsolete! (Pollution Effect)" desc="How much (air, water, garbage, radiation) pollution proximity affects desirability" /> <property num="0x87cd6380" type="Float32" name="Obsolete! (Abandonment Thresholds)" desc="Min occupancy rate [0,1]: low, medium, high density" /> </group> </group> <group name="Simulator"> <group name="Main Simulator"> <property num="0x89590e6d" type="Uint32" name="Simulator Speeds" desc="Milliseconds per day for slow, medium, fast"></property> <property num="0x897e709f" type="Float32" name="24 Hour Clock speed (time magnification)" desc="Specifies a multiplier from real time to the 24 hour clock's time."></property> <property num="0x09b73421" type="Uint32" name="k24HourClockNightBeginProperty" desc="Specifies the time (0-23) that night time graphically begins."></property> <property num="0x09b73422" type="Uint32" name="k24HourClockNightEndProperty" desc="Specifies the time (0-23) that night time graphically ends."></property> <property num="0x89590e6e" type="Float32" name="kAnimationTimeDilationProperty" desc="Time dilation factor to apply to animations based on sim speed (paused,slow,med,fast,emergency/drive)"></property> </group> <group name="Land Value Simulator"> <property num="0x47e2c300" type="Uint8" name="Land Value Intrinsic Min/Max" desc="Minimum > 0, Maximum"></property> <property num="0x47e2c301" type="Uint8" name="Land Value Wealth Boundaries" desc="Low/Medium boundary, Medium/High boundary"></property> <property num="0x47e2c310" type="Uint8" name="Land Value Water Effect" desc="Effect of water on land value: size, radius"></property> <property num="0x47e2c320" type="Float32" name="Land Value Altitude Effect" desc="Maps altitude to land value"></property> <property num="0x47e2c330" type="Uint32" name="Land Value Desirability IDs" desc="Growth Developer IDs (see Effects)"></property> <property num="0x47e2c331" type="Float32" name="Land Value Desirability Factors" desc="Size of effects (see IDs)"></property> <property num="0x47e2c332" type="Float32" name="Land Value Desirability Curve" desc="Maps desirability to land value"></property> </group> <group name="Building Development Simulator"> <property num="0x47e2c380" type="Uint32" name="Construction Resources Min/Max" desc="Amount of capacity that can be under construction at any one time"></property> <property num="0x47e2c381" type="Float32" name="Construction Resources per Resident" desc="Factor applied to population to calculate construction resources"></property> <property num="0x47e2c382" type="Uint32" name="Construction Type Selection Bias" desc="Improves that chance that low-demand types will have opportunity to build"></property> <property num="0x47e2c383" type="Float32" name="Stage Popluation Multiplier" desc="Values >1 allow big stage buildings sooner. Indexed by difficulty level"></property> <property num="0x47e2c400" type="Uint32" name="Lot Developer Stay New Time" desc="Number of days before a building can distress"></property> <property num="0x47e2c401" type="Float32" name="Lot Developer Occupancy Thresholds" desc="When to abandon, distress, and renew. Values 0-1"></property> <property num="0x47e2c500" type="Float32" name="Tract Developer Overbuild" desc="Factor applied to desired capacity when growing buildings in a tract"></property> <property num="0x47e2c501" type="Float32" name="Tract Developer Reoccupy Thresholds" desc="Start and Stop percentage of desired capacity that can be fulfilled by abandoned buildings"></property> <property num="0x47e2c502" type="Float32" name="Tract Developer Redevelop Size Threshold" desc="What percentage of the existing capacity must be demanded before we redevelop"></property> <property num="0x47e2c510" type="Float32" name="Tract Developer Demolition Costs" desc="for occupied/abandoned buildings""></property> <property num="0x47e2c511" type="Float32" name="Tract Developer New Lot Costs" desc="Fictional cost to aggregate a lot/subdivide a lot"></property> <property num="0x47e2c530" type="Float32" name="Tract Developer Occupancy Variation" desc="Building occupancy rate +/- variation from tract rate"></property> <property num="0x47e2c531" type="Float32" name="Tract Developer Min Vacancy Range" desc="When 100% full, subtract a little from the occupancy rate"></property> <property num="0x47e2c540" type="Bool" name="Tract Developer Kick Out Lower Wealth" desc="If true, higher wealth buildings can replace non-empty lower wealth buildings"></property> <property num="0x47e2c550" type="Uint32" name="Tract Developer Available Styles" desc="List of available (R and C) building styles"></property> <property num="0x47e2c551" type="Sint32" name="Tract Developer Years Between Styles" desc="How often to change (R and C) building styles"></property> <property num="0xe900ea24" type="Float32" name="kMaxCellAltitudeDeltaForFlatnessProperty" desc="kMaxCellAltitudeDeltaForFlatnessProperty"></property> <property num="0xe900ea25" type="Float32" name="kMaxSlopeForFlatnessProperty" desc="kMaxSlopeForFlatnessProperty"></property> <property num="0xe900ea26" type="Uint32" name="kDefaultLotFoundationTypeProperty" desc="kDefaultLotFoundationTypeProperty"></property> <property num="0xe900ea27" type="Uint32" name="kShouldAttemptLotLevellingProperty" desc="kShouldAttemptLotLevellingProperty"></property> <property num="0xe900ea28" type="Uint32" name="kShouldAttemptInternalLotLevellingProperty" desc="kShouldAttemptInternalLotLevellingProperty"></property> <property num="0xe900ea29" type="Float32" name="kLotAutoLevelInternalAltitudeDeltaProperty" desc="kLotAutoLevelInternalAltitudeDeltaProperty"></property> <property num="0xe900ea2a" type="Float32" name="MaxAreaSlopeAllowedForLevellingProperty" desc="MaxAreaSlopeAllowedForLevellingProperty"></property> <property num="0xe900ea2b" type="Uint32" name="Lot Developer: Night Update Interval" desc="Update interval in milliseconds for toggling building lights."></property> <property num="0xe900ea2c" type="Uint32" name="Lot Developer: Night Update Count" desc="Number of buildings to toggle lights on per update interval (integer)."></property> <property num="0x2a2d7824" type="Float32" name="Lot Developer: Cost Multiplier vs lot slope" desc="Cost to plop a lot is building + area x this response curve"></property> <property num="0x2ab845e7" type="Uint32" name="Lot Developer: Cost to Demolish Destroyed Tile" desc="Cost to demolish a tile on a lot that has been destroyed"></property> </group> <group name="Demand Simulator"> <property num="0x4a1f38b5" type="Float32" name="Demand: Neutral Tax Rate vs. Population" desc="What is the highest tax rate you can set before demand suffers?"></property> <property num="0x4a1f38b6" type="Float32" name="Demand: Tax Modifier vs. Rate Variance" desc="How much is demand impacted by tax rates above or below neutral?"></property> <property num="0x4a1f38b7" type="Uint32" name="Demand: Days of Tax Penalty" desc="How long a high tax rate depresses demand (even after it is lowered)"></property> <property num="0x4a1f38c5" type="Float32" name="Demand: Commercical Cap Relief for Connections" desc="Relief for first connection (more have diminishing returns)"></property> <property num="0x4a1f38c6" type="Float32" name="Demand: Commercical Cap Relief for Airports" desc="Relief per connected Co population"></property> <property num="0x4a1f38c7" type="Float32" name="Demand: Commercical Cap Relief for Seaports" desc="Relief per industrial trip"></property> <property num="0x4a1f38c8" type="Float32" name="Demand: Industrial Cap Relief for Trips" desc="Relief per neighbor trip"></property> <property num="0x4a1f38c9" type="Float32" name="Demand: Industrial Cap Relief for Airports" desc="Relief per connected Co population"></property> <property num="0x4a1f38ca" type="Float32" name="Demand: Industrial Cap Relief for Seaports" desc="Relief per industrial trip"></property> <property num="0x8a63f2a1" type="Uint32" name="Average Salary for Demographic" desc="The average salary for each of the three wealth levels and four education levels (12 total)"></property> </group> <group name="National Economy Simulator"> <property num="0x4a1f629f" type="Uint32" name="Nation: Demand ID list" desc="List of IDs corresponding to Demand Modifiers"></property> <property num="0x4a1f62a0" type="Float32" name="Nation: Default Demand Modifier vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a1" type="Float32" name="Nation: Demand Modifier 1 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a2" type="Float32" name="Nation: Demand Modifier 2 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a3" type="Float32" name="Nation: Demand Modifier 3 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a4" type="Float32" name="Nation: Demand Modifier 4 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a5" type="Float32" name="Nation: Demand Modifier 5 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a6" type="Float32" name="Nation: Demand Modifier 6 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a7" type="Float32" name="Nation: Demand Modifier 7 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a8" type="Float32" name="Nation: Demand Modifier 8 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62a9" type="Float32" name="Nation: Demand Modifier 9 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62b0" type="Float32" name="Nation: Demand Modifier 10 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62b1" type="Float32" name="Nation: Demand Modifier 11 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f62b2" type="Float32" name="Nation: Demand Modifier 12 vs. Month" desc="Demand boost over time"></property> <property num="0x4a1f6300" type="Float32" name="Nation: Difficulty Demand Modifier" desc="Demand boost, indexed by difficulty"></property> </group> <group name="Utility Simulator"> <property num="0x6911e2df" type="Float32" name="Power Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of a utility output"></property> <property num="0x0911e2e6" type="Float32" name="Utility Strike Response Curve" desc="Maps difference between actual % funding and % ideal funding to % chance of a utility strike"></property> <property num="0x29121e8b" type="Float32" name="Power Min Acceptable Funding %" desc="Minimum acceptable percentage for Utility department funding"></property> <property num="0x09122027" type="Float32" name="Utility Strike Efficiency %" desc="Efficiency of utility buildings will drop to this % during a strike"></property> <property num="0x2912202e" type="Uint32" name="Utility Strike Duration" desc="Maximum duration of a Utility strike, in months"></property> <property num="0x49122036" type="Float32" name="Utility Min Funding to End Strike" desc="Minimum funding percentage that must be restored to end a utility strike"></property> <property num="0xe911e2d1" type="Float32" name="Power max allowed funding" desc="Maximum allowed funding percentage for utilities"></property> <property num="0xa911e2f1" type="Uint32" name="Power radiation radius" desc="Number of cells surrounding buildings and zones that will also be powered"></property> <property num="0xe911e2fc" type="Float32" name="Power plant max production ratio" desc="Maximum allowed percentage for power plant production"></property> <property num="0x49134bd4" type="Uint32" name="Max garbage value for UI" desc="Maximum number of garbage units reported to the UI, must be less than 32767"></property> <property num="0x49134bdd" type="Uint32" name="Max air pollution value for UI" desc="Maximum air pollution value reported to the UI, must be less than 32767"></property> <property num="0x09134be2" type="Uint32" name="Max water pollution value for UI" desc="Maximum water pollution value reported to the UI, must be less than 32767"></property> <property num="0x89135044" type="Uint32" name="Max radiation pollution value for UI" desc="Maximum radiaiton pollution value reported to the UI, must be less than 32767"></property> <property num="0x0913519b" type="Uint32" name="Garbage Pollution Threshold" desc="When a cell has this much garbage, it's considered polluted"></property> <property num="0xa91351a6" type="Uint32" name="Air Pollution Threshold" desc="When a cell has this much air pollution, it's considered polluted"></property> <property num="0x091351ae" type="Uint32" name="Water Pollution Threshold" desc="When a cell has this much water pollution, it's considered polluted"></property> <property num="0x291351b5" type="Uint32" name="Radiation Pollution Threshold" desc="When a cell has this much radiation, it's considered polluted"></property> <property num="0x09135479" type="Uint32" name="Garbage decompostion amount" desc="Number of garbage units that decompose (i.e., disappear) each month"></property> <property num="0x09135482" type="Float32" name="Garbage UI scaling factor" desc="Scaling factor to convert simulator garbage units to whatever units the UI displays (tons, Kgs)"></property> <property num="0x68f5436a" type="Uint32" name="Water pipe effect radius" desc="Number of cells surrounding water pipes that will also be watered"></property> <property num="0xaa161f81" type="Uint32" name="Max acceptable pumped water pollution level" desc="Water pumps will not function if water pollution higher than this level"></property> <property num="0x68f5436b" type="Uint32" name="Fresh water pump reach" desc="Number of cells away from fresh water a water pump can be placed"></property> <property num="0x68f5436c" type="Uint32" name="Salt water pump reach" desc="Number of cells away from salt water a water pump can be placed"></property> <property num="0x68f5436d" type="Uint32" name="Fresh water distance loss" desc="Percentace by which water production is reduced when not within range of fresh water source"></property> <property num="0x69501944" type="Float32" name="Traffic air pollution factor" desc="Affects how traffic density equates to air pollution"></property> <property num="0x098b25c8" type="Uint32" name="Max cells between power poles" desc="The maximum number of cells allowed between power poles"></property> <property num="0x098b27d0" type="Float32" name="Minimum power line height" desc="The minimum distance allowed between a power line and the terrain"></property> <property num="0xe9a18d3f" type="Float32" name="Power line control max horiz. distance" desc="Max horizontal distance from the center of the line at which the control points are placed"></property> <property num="0x49a1e8c4" type="Float32" name="Power line control horiz. %" desc="Percent of line length at which to place control points, horizontally"></property> <property num="0x89a18fc4" type="Float32" name="Power line control max vertical distance" desc="Max vertical distance from the center of the line at which the control points are placed"></property> <property num="0xe9a1e8d4" type="Float32" name="Power line control vertical %" desc="Percent of line length at which to place control points, vertically"></property> <property num="0x49a195c0" type="Float32" name="Power line curve distance between points" desc="Distance between the points generated for power line curves"></property> <property num="0x4a5f5953" type="Uint32" name="Power pole placement cost" desc="Cost to place a power pole using the power line tool"></property> <property num="0x0a5f596b" type="Float32" name="Power line placement cost" desc="Cost of placing each cell of wire"></property> <property num="0x89a1e8fb" type="Uint32" name="Minimum number of curve points" desc="Minimum number of points to generate on power line Bezier curve"></property> <property num="0x69a437f6" type="Float32" name="Garbage Prop Request Curve" desc="Shares of garbage props requested vs. garbage percentage of max"></property> <property num="0x0a10c772" type="Float32" name="Water Pollution Effect Strength Curve" desc="Water Pollution Average Level to Water Pollution Decal Alpha curve"></property> <property num="0x0a10c773" type="Float32" name="Air Pollution Effect Strength Curve" desc="Air Pollution Average Level to Air Pollution Particle Emission Rage curve"></property> <property num="0x0a10c774" type="Float32" name="Radiation Pollution Effect Strength Curve" desc="Radiation Pollution Average Level to Radiation Effect Strength curve"></property> <property num="0x0a10c775" type="Float32" name="Garbage Pollution Effect Strength Curve" desc="Radiation Pollution Average Level to Radiation Effect Strength curve"></property> <property num="0xe9ac43e7" type="Float32" name="Power line scaling factor" desc="Array of scaling factors for the width of the power lines, one per zoom level."></property> <property num="0x0911e2e8" type="Float32" name="Funding percentage to decay rate multiplier response curve" desc="Multiples the rate of aging based on funding level"></property> <property num="0x0911e2e9" type="Float32" name="Usage percentage to decay rate multiplier response curve" desc="Multiples the rate of aging based on usage level"></property> <property num="0xaa1f8ab7" type="Float32" name="Garbage service cost per unit of garbage" desc="Cost per unit of garbage sent to landfill, incinerator or w2e"></property> <property num="0x8a235c56" type="Float32" name="Pipe burst probability" desc="Likelihood per month that a distressed pipe will burst"></property> <property num="0x0a2eced8" type="Float32" name="Power Pole Demolition Cost" desc="Cost to demolish a power pole. Lines are ignored"></property> <property num="0x6a406201" type="Uint32" name="Air Pollution Delta" desc="Maximum amount of air pollution that can be added to/subtracted from each cell per month."></property> <property num="0x8a40620b" type="Uint32" name="Water Pollution Delta" desc="Maximum amount of water pollution that can be added to/subtracted from each cell per month."></property> <property num="0xea4025a9" type="Float32" name="Water Department Max Funding" desc="Max funding percentage for the water department"></property> <property num="0x6a410bf2" type="Float32" name="Water Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of a utility output"></property> <property num="0x4a652679" type="Uint32" name="Max Garbage on Valve" desc="Maximum amount of garbage units the valve can hold"></property> <property num="0x4a65267a" type="Uint32" name="Landfill Tile Capacity" desc="Amount of garbage units each landfill tile can hold"></property> <property num="0x8c19c3e9" type="Float32" name="Garbage Transport Versus Landfill Tiles" desc="How much garbage can be delivered to the landfill each month"></property> <property num="0xaa713782" type="Float32" name="Funding percentage to power pole decay/repair" desc="Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)"></property> <property num="0xca7138c4" type="Float32" name="Funding percentage to pipe decay/repair" desc="Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)"></property> <property num="0x8a84778f" type="Float32" name="Monthly Cost Per Pipe" desc="Maintenance cost for each pipe occupant"></property> </group> <group name="Traffic Simulator"> <property num="0x491332e6" type="Float32" name="Traffic Volume Per Population" desc="Traffic volume generated per point of population in a building"></property> <property num="0x491332e7" type="Float32" name="Max speed by Network for walking" desc="Speed to walk through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property> <property num="0x491332e8" type="Float32" name="Max speed by Network for driving" desc="Speed to drive through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property> <property num="0x491332e9" type="Float32" name="Max speed by Network for a bus" desc="Speed to bus travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property> <property num="0x491332ea" type="Float32" name="Max speed by Network for a train" desc="Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property> <property num="0x491332eb" type="Float32" name="Max speed by Network for a truck" desc="Speed to truck travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property> <property num="0x491332ec" type="Float32" name="Max speed by Network for a frt train" desc="Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property> <property num="0x491332ed" type="Float32" name="Max speed by Network for subways" desc="Speed to subway travel. Set the eighth value."></property> <property num="0x491332ee" type="Float32" name="Max speed by Network for el train" desc="Speed to ride el train. Set the eighth value."></property> <property num="0x491332ef" type="Float32" name="Max speed by Network for monorail" desc="Speed to ride monorail. Set the ninth value."></property> <property num="0x29136788" type="Float32" name="Monthly Traffic Density Reduction" desc="Traffic density multiplied by this each month"></property> <property num="0x6a84493e" type="Float32" name="Monthly cost for network tile" desc="Upkeep cost per tile of each network type (rd, rl, hwy, st, x, x, ave, sub, lr)"></property> <property num="0xa92356ae" type="Float32" name="Max roads funding percent" desc="Maximum allowed funding percentage for roads"></property> <property num="0xa92356af" type="Float32" name="Max mass transit funding percent" desc="Maximum allowed funding percentage for mass transit"></property> <property num="0xa92356b0" type="Float32" name="Damaged road extra step cost" desc="Additional cost to travel on a damaged road tile"></property> <property num="0xa92356b1" type="Float32" name="Income per tile by travel type" desc="Income gained for each tile: walk, car, bus, rail, freight truck, freight train, subway, lt rl"></property> <property num="0xa92356b2" type="Uint8" name="Mass Transit Usage Chance" desc="Percent chance an RCI trip will allow use of mass transit"></property> <property num="0xa92356b3" type="Float32" name="Network Traffic Capacity" desc="Level at which traffic volume becomes uncomfortable to sims (rd, rl, hwy, st, x, x, ave, sub, lr)"></property> <property num="0xa92356b4" type="Bool" name="Travel type generates traffic" desc="Order: walk, car, bus, train, subway, lt rl"></property> <property num="0xa92356b5" type="Bool" name="Travel type can reach destination" desc="Order: walk, car, bus, train, subway, lt rl"></property> <property num="0xa92356b8" type="Uint32" name="Maximum distance from origin to network" desc="How far a trip can jump from its starting zone to a road/rail/etc"></property> <property num="0xa92356b9" type="Float32" name="Congestion vs Speed" desc="Maps speed multiplier as a function of congestion"></property> <property num="0xa92356ba" type="Float32" name="Commute trip max time" desc="Maximum time for a commute trip in minutes"></property> <property num="0xa92356bb" type="Float32" name="Intersection and Turn Capacity Effect" desc="Diminishing effect of an intersection or turn on capacity"></property> <property num="0xa92356bc" type="Float32" name="Trip Starting Cost by travel type" desc="Starting overhead cost in time for each travel type"></property> <property num="0xa92356bd" type="Float32" name="Job Scaling Constant" desc="Multiplies building capacity to determine number of jobs there"></property> <property num="0xa92356be" type="Float32" name="Population Background Traffic" desc="Amount of background (non-trip) traffic volume generated per population point for R, C, and I zones"></property> <property num="0xa92356bf" type="Bool" name="Travel type affected by traffic" desc="Order: walk, car, bus, train, freight truck, freight train, subway, lt rl"></property> <property num="0xea8c3cdb" type="Float32" name="Trip Starting Cost by travel type for Mass Transit" desc="Starting overhead cost in time for each travel type for mass transit preferred trips"></property> <property num="0xcad64136" type="Float32" name="Trip Starting Cost by travel type for Car Pref" desc="Starting overhead cost in time for each travel type for car preferred trips"></property> <property num="0x4953e8a3" type="Uint8" name="Travel strategy percent WealthNone" desc="Odds of selecting each travel strategy"></property> <property num="0x4953e8a4" type="Uint8" name="Travel strategy percent Wealth$" desc="Odds of selecting each travel strategy"></property> <property num="0x4953e8a5" type="Uint8" name="Travel strategy percent Wealth$$" desc="Odds of selecting each travel strategy"></property> <property num="0x4953e8a6" type="Uint8" name="Travel strategy percent Wealth$$$" desc="Odds of selecting each travel strategy"></property> <property num="0x49a2e8be" type="Float32" name="Freight traffic scaling factor" desc="Percentage of industrial bldg. population that will generate freight trips"></property> <property num="0xca5f7821" type="Float32" name="Transit Switch Entry Cost vs. Budget" desc="Maps the budget percent (0-100) to a multiplier on the time cost of using a transit switch"></property> <property num="0x4a678060" type="Float32" name="Nearest Destination Attractiveness" desc="Lower scores means more side explorations but also more CPU time (Pathfinding Heuristic)"></property> <property num="0xca76013b" type="Float32" name="Trip Length to Minutes Display Multiplier" desc="Multiply the trip length map values (0-255, 255 = Max Commute Time) by this value to get a time in minutes for display purposes"></property> <property num="0xea7b5f06" type="Float32" name="Max Mass Transit Strategy Trip Length" desc="Max time in raw trip length that the mass transit preferred strategy will go using mass transit"></property> <property num="0x8c3caef5" type="Float32" name="Ferry Fare" desc="Income per traveller from a ferry trip"></property> <property num="0x4be09ec9" type="Float32" name="Congestion to Accident Probability" desc="Maps congestion to accident probablity"></property> <property num="0x4be09eca" type="Float32" name="Capacity to Accident Probability" desc="Maps capacity to accident probablity"></property> <property num="0x4be09ecb" type="Float32" name="Accident Duration" desc="Time (in seconds) that a traffic accident lasts"></property> <property num="0x4be09ecc" type="Float32" name="Accident Check Period" desc="Period (in seconds) that the traffic sim tests for accidents"></property> <property num="0x0bd86fd4" type="Float32" name="Funding to Damage Acceleration Curve" desc="Maps funding (as percentage) to road/rail damage acceleration"></property> <property num="0x0bd86fd5" type="Float32" name="Rail Damage Accident Factor" desc="Probability (0 to 1.0) that a train going over a rail pothole will cause derailment"></property> </group> <group name="Residential Simulator"> <property num="0x2918949e" type="Float32" name="Health Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of Health output"></property> <property num="0x691894a4" type="Float32" name="Health Strike Response Curve" desc="Maps difference between actual % funding and % ideal funding to % chance of a Health strike"></property> <property num="0x0a53b2f9" type="Float32" name="Health Funding to Coverage Curve" desc="Maps difference between actual % funding and % ideal funding to % coverage"></property> <property num="0xe918946f" type="Float32" name="(OBS) Health Min Acceptable Funding %" desc="Minimum acceptable percentage for Health department funding"></property> <property num="0xa9189479" type="Float32" name="Health Init/Max Allowed Funding" desc="Initial and Maximum allowed funding percentage for health department"></property> <property num="0x89189482" type="Float32" name="Health Strike Efficiency %" desc="Efficiency of Health buildings will drop to this % during a strike"></property> <property num="0x8918948b" type="Uint32" name="Health Strike Duration" desc="Maximum duration of a Health strike, in months"></property> <property num="0x89189495" type="Float32" name="Health Min Grade to End Strike" desc="Minimum grade that all health buildings must have to end a Health strike"></property> <property num="0x691894c6" type="Float32" name="School Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of Education output"></property> <property num="0xc91894cb" type="Float32" name="School Strike Response Curve" desc="Maps difference between actual % funding and % ideal funding to % chance of a School strike"></property> <property num="0xea53b30f" type="Float32" name="School Funding to Coverage Curve" desc="Maps difference between actual % funding and % ideal funding to % coverage"></property> <property num="0xc91894a8" type="Float32" name="(OBS) School Min Acceptable Funding %" desc="Minimum acceptable percentage for School department funding"></property> <property num="0x891894ad" type="Float32" name="School Init/Max Allowed Funding" desc="Initial and Maximum allowed funding percentage for schools"></property> <property num="0xa91894bc" type="Uint32" name="School Strike Duration" desc="Maximum duration of a School strike, in months"></property> <property num="0xe91894b3" type="Float32" name="School Strike Efficiency %" desc="Efficiency of School buildings will drop to this % during a strike"></property> <property num="0x691894c0" type="Float32" name="School Min Grade to End Strike" desc="Minimum grade that all schools must have to end a School strike"></property> <property num="0xc929c433" type="Float32" name="EQ Decay" desc="Amount by which EQ decays each month"></property> <property num="0x0929c439" type="Float32" name="HQ Decay" desc="Amount by which HQ decays each month"></property> <property num="0xc929c652" type="Uint8" name="Low Wealth Average Age" desc="Average age assigned to new Low Wealth residents"></property> <property num="0x0929cc30" type="Uint8" name="Medium Wealth Average Age" desc="Average age assigned to new Medium Wealth residents"></property> <property num="0x0929cc36" type="Uint8" name="High Wealth Average Age" desc="Average age assigned to new High Wealth residents"></property> <property num="0xc929cc58" type="Uint8" name="Low Wealth EQ" desc="EQ assigned to new Low Wealth residents"></property> <property num="0x0929cc65" type="Uint8" name="Medium Wealth EQ" desc="EQ assigned to new Medium Wealth residents"></property> <property num="0x2929cc6b" type="Uint8" name="High Wealth EQ" desc="EQ assigned to new High Wealth residents"></property> <property num="0xc929cc8d" type="Uint8" name="Low Wealth HQ" desc="HQ assigned to new Low Wealth residents"></property> <property num="0x6929cc92" type="Uint8" name="Medium Wealth HQ" desc="HQ assigned to new Medium Wealth residents"></property> <property num="0x4929cc97" type="Uint8" name="High Wealth HQ" desc="HQ assigned to new High Wealth residents"></property> <property num="0x6941a67f" type="Float32" name="Health Quotient to Life Expectancy Curve" desc="Maps HQ of a tract to the Life Expectancy of that tract"></property> <property num="0x4941a92b" type="Float32" name="Life Expectancy to Workforce % Curve" desc="Maps Life Expectancy of a tract to the % of that tract that is in the workforce"></property> <property num="0x6941b022" type="Float32" name="Air Pollution to HQ Decay Curve" desc="Maps amount of air pollution in a tract to the rate at which the HQ in that tract decays"></property> <property num="0xa941b028" type="Float32" name="Water Pollution to HQ Decay Curve" desc="Maps amount of water pollution in a tract to the rate at which the HQ in that tract decays"></property> <property num="0xc941b02e" type="Float32" name="Garbage Pollution to HQ Decay Curve" desc="Maps amount of garbage pollution in a tract to the rate at which the HQ in that tract decays"></property> <property num="0xca027307" type="Uint8" name="Average Age reset value" desc="When average age reaches life expectancy in a tract, the tract's average age is set to this value"></property> <property num="0xca027325" type="Float32" name="EQ reset percent" desc="When average age reaches life expectancy in a tract, the tract's EQ is multiplied by this value"></property> <property num="0xca027328" type="Float32" name="HQ reset percent" desc="When average age reaches life expectancy in a tract, the tract's HQ is multiplied by this value"></property> <property num="0xea540621" type="Float32" name="Avg. Age to 1-10 Age Group" desc="How average age translates to the distribution of population into the 1-10 age group"></property> <property num="0xea540622" type="Float32" name="Avg. Age to 11-20 Age Group" desc="How average age translates to the distribution of population into the 11-20 age group"></property> <property num="0xea540623" type="Float32" name="Avg. Age to 21-30 Age Group" desc="How average age translates to the distribution of population into the 21-30 age group"></property> <property num="0xea540624" type="Float32" name="Avg. Age to 31-40 Age Group" desc="How average age translates to the distribution of population into the 31-40 age group"></property> <property num="0xea540625" type="Float32" name="Avg. Age to 41-50 Age Group" desc="How average age translates to the distribution of population into the 41-50 age group"></property> <property num="0xea540626" type="Float32" name="Avg. Age to 51-60 Age Group" desc="How average age translates to the distribution of population into the 51-60 age group"></property> <property num="0xea540627" type="Float32" name="Avg. Age to 61-70 Age Group" desc="How average age translates to the distribution of population into the 61-70 age group"></property> <property num="0xea540628" type="Float32" name="Avg. Age to 71-80 Age Group" desc="How average age translates to the distribution of population into the 71-80 age group"></property> <property num="0xea540629" type="Float32" name="Avg. Age to 81-90 Age Group" desc="How average age translates to the distribution of population into the 81-90 age group"></property> <property num="0x8a891421" type="Uint32" name="School Capacity To Staff Divisor" desc="The school's capacity is divided by this number to determine the number of teachers on staff"></property> <property num="0x8a89142a" type="Uint32" name="Hospital Capacity To Staff Divisor" desc="The hospital's capacity is divided by this number to determine the number of doctors on staff"></property> <property num="0x6a9f6edd" type="Float32" name="Coverage radius slop multiplier" desc="Coverage radii are multiplied by this value when computing tract coverage"></property> <property num="0x4aa84161" type="Float32" name="Maximum EQ Boost" desc="Max EQ boost achievable without reward buildings. Used to scale values for Sims opinion polls."></property> <property num="0x2aa84164" type="Float32" name="Maximum HQ Boost" desc="Max HQ boost achievable without reward buildings. Used to scale values for Sims opinion polls."></property> <property num="0x6ab70da7" type="Float32" name="Death's door HQ" desc="If a tract's HQ falls below this number, they're at death's door."></property> <property num="0x4ab70dac" type="Float32" name="Death's door effect chance" desc="Percent chance (0-100.0) that the effect will play for a tract that's at death's door."></property> <property num="0x6ab71654" type="Float32" name="Death's door effect height" desc="Base height above terrain at which the effect will play for a tract that's at death's door."></property> <property num="0x4ab71659" type="Float32" name="Death's door effect height delta" desc="Random height variance for effect for a tract that's at death's door."></property> <property num="0xec43826b" type="Uint32" name="School Capacity Chunk Size" desc="How many people are represented by one unit in the coverage map"></property> <property num="0xac43826d" type="Uint32" name="Hospital Capacity Chunk Size" desc="How many people are represented by one unit in the coverage map"></property> </group> <group name="Police/Jail Simulator"> <group name="Police Station Building"> <property num="0x48d71ed0" type="Sint32" name="Police Station, Center Strength" desc="(in Protection units)"></property> <property num="0x48d71ed1" type="Sint32" name="Police Station, Exterior Strength" desc="(in Protection units)"></property> <property num="0x48d71ed2" type="Float32" name="Police Station, Radius" desc="(in meters)"></property> <property num="0x48d71ed5" type="Sint32" name="Police Station, Total Dispatches" desc="(number of trucks this station can send)"></property> <property num="0x48d71ed9" type="Sint32" name="Police Station, Dispatch Center Strength" desc="(in Protection units)"></property> <property num="0x48d71eda" type="Sint32" name="Police Station, Dispatch Exterior Strength" desc="(in Protection units)"></property> <property num="0x48d71edb" type="Float32" name="Police Station, Dispatch Radius" desc="(in meters)"></property> <property num="0xcc0b0705" type="Sint32" name="Police Station, Total Copter Dispatches" desc="(number of police helicopters this station can send)"></property> </group> <group name="Jail Building"> <property num="0x48d71ee0" type="Sint32" name="Jail, Inmate Capacity" desc="Jail Inmate Capacity"></property> <property num="0x48d71ee4" type="Sint32" name="Jail, Overcapacity Cost (per person)" desc="Monthly cost, per convict, for every prisoner over regular (100%) capacity"></property> </group> <property num="0x68ddae92" type="Float32" name="Police, Max Jail Overcrowding Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae93" type="Float32" name="Police, Funding To Efficiency Response Curve" desc="See ISC4PoliceSimulator.h"></property> <property num="0x68ddae95" type="Float32" name="Police, Max Allowed Funding Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae97" type="Float32" name="Police, Monthly Criminal Rehabilitation Percent" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae9a" type="Float32" name="Police, Strike Efficiency" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae9b" type="Uint32" name="Police, Max Strike Duration" desc="In days. See ISC4PoliceSimulator.h"></property> <property num="0x68ddae9c" type="Float32" name="Police, Min Funding To End Strikes" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae9e" type="Float32" name="Police, Strike Response Curve" desc="See ISC4PoliceSimulator.h"></property> <property num="0x68ddae9f" type="Uint32" name="Police, Arrest Threshold" desc="If crime is committed in a cell whose police protection value is above this, they'll get arrested"></property> <property num="0xea614f63" type="Float32" name="Jail, Jailbreak Response Curve" desc="Maps REAL jail capacity to jailbreak chance"></property> <property num="0xea614f64" type="Float32" name="Jail, Jailbreak Escapee Percentage" desc="Min/max percentage (0.0-100.0) of jail capacity that will escape during jailbreaks"></property> <property num="0xea614f65" type="Float32" name="Jail, End Jailbreak Capacity" desc="Stop any jailbreak in progress when REAL jail capacity percentage goes below this value"></property> <property num="0x68ddaea0" type="Float32" name="Jail, Funding To Efficiency Response Curve" desc="See ISC4PoliceSimulator.h"></property> <group name="OBSOLETE"> <property num="0x68ddae91" type="Uint32" name="Police, Update Period" desc="In days. See ISC4PoliceSimulator.h"></property> <property num="0x68ddae94" type="Float32" name="Police, Min Acceptable Funding Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae96" type="Uint32" name="Police, Max Acceptable Crime Level" desc="See ISC4PoliceSimulator.h"></property> <property num="0x68ddae98" type="Float32" name="Police, Conviction Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae99" type="Float32" name="Police, Unfailed Criminal Efficiency Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property> <property num="0x68ddae9d" type="Float32" name="Police, Property Crimes Value Ratio" desc="See ISC4PoliceSimulator.h"></property> <property num="0x48d71ed3" type="Sint32" name="(Obs)Police Station, Monthly Upkeep Cost" desc="(in Simoleons)"></property> <property num="0x48d71ee2" type="Sint32" name="(Obs)Jail, Monthly Upkeep Cost" desc="Jail Monthly Upkeep Cost" /> </group> </group> <group name="Crime Simulator"> <group name="Crime Types"> <property num="0xaa12fcb0" type="String" name="Crime Name" desc=""></property> <property num="0xaa12fcb1" type="Uint32" name="Icon Resource Key" desc="type, group, and instance ID"></property> <property num="0xaa12fcb2" type="Uint8" name="Zone Filter" desc="Zone types compatible with crime (none == can appear in any zone)"></property> <property num="0xaa12fcb3" type="Uint8" name="Wealth Filter" desc="Zone wealth values compatible with crime (none == can appear around any wealth)"></property> <property num="0xaa12fcb4" type="Uint8" name="Zone Purpose Filter" desc="Zone purpose types compatible with crime (none == can appear around any purpose)"></property> <property num="0xaa12fcb5" type="Uint8" name="Crime Grid Value" desc="The crime grid tract value will be increased by this amount"></property> <property num="0xaa12fcb6" type="Uint8" name="Trigger Fire" desc="If set to non-zero value, this will trigger a fire"></property> <property num="0xaa12fcb7" type="Uint8" name="Lot Condition Filter" desc="Lot conditions compatible with crime"></property> <property num="0xaa12fcb8" type="Float32" name="Relative Occurrance" desc="Relative occurance weight of this crime, only has meaning relative to values for other crimes."></property> </group> <property num="0xe8ec2720" type="Uint32" name="Crime Update Period" desc="How often the Crime simulator updates, in days"></property> <property num="0xe8ec2721" type="Float32" name="Crime Police Factor" desc="Crime Police Factor"></property> <property num="0x49a34301" type="Float32" name="Crime Prop Request Curve" desc="Crime level (0-1) vs. Prop Share"></property> <property num="0x8a0cbaa3" type="Float32" name="Crime, Jobless Indicator Smoothing factor" desc=""></property> <property num="0x8a0cbaa4" type="Float32" name="Crime, R$: EQ -> Base Criminality Curve" desc=""></property> <property num="0x8a0cbaa5" type="Float32" name="Crime, R$$: EQ -> Base Criminality Curve" desc=""></property> <property num="0x8a0cbaa6" type="Float32" name="Crime, R$$$: EQ -> Base Criminality Curve" desc=""></property> <property num="0x8a0cbaa7" type="Float32" name="Crime, R$: Jobless ratio -> Criminality Curve" desc=""></property> <property num="0x8a0cbaa8" type="Float32" name="Crime, R$$: Jobless ratio -> Criminality Curve" desc=""></property> <property num="0x8a0cbaa9" type="Float32" name="Crime, R$$$: Jobless ratio -> Criminality Curve" desc=""></property> <property num="0x8a0cbaaa" type="Float32" name="Crime, Criminality -> Crimes Curve" desc=""></property> <property num="0x8a0cbaab" type="Float32" name="Crime, Police Protection -> Crime Attenuation" desc=""></property> <property num="0x8a0cbaac" type="Float32" name="Crime, Crime Grid Decay Factor" desc="Example: 0.5 means values get halved every month"></property> <property num="0x8a0cbaad" type="Float32" name="Crime, Criminal Grid Decay Factor" desc="Fraction (0 to 1.0) of unjailed criminals that will commit crimes next month"></property> </group> <group name="Fire Protection Simulator"> <group name="Fire Station Props"> <property num="0x08f55dc0" type="Sint32" name="Fire Station, Center Strength" desc="(in Fire Protection units)"></property> <property num="0x08f55dc1" type="Sint32" name="Fire Station, Exterior Strength" desc="(in Fire Protection units)"></property> <property num="0x08f55dc2" type="Float32" name="Fire Station, Radius" desc="(in meters)"></property> <property num="0x08f55dc5" type="Sint32" name="Fire Station, Total Dispatches" desc="(number of trucks this station can send)"></property> <property num="0x29233e9a" type="Sint32" name="Fire Station, Dispatch Center Strength" desc="(in Fire Protection units)"></property> <property num="0x29233e9b" type="Sint32" name="Fire Station, Dispatch Exterior Strength" desc="(in Fire Protection units)"></property> <property num="0x29233e9c" type="Float32" name="Fire Station, Dispatch Radius" desc="(in meters)"></property> <property num="0x0c0afdd7" type="Sint32" name="Fire Station, Total Plane Dispatches" desc="(number of planes this station can send)"></property> </group> <property num="0x29233e8d" type="Float32" name="FireProtectionSim, Funding Efficiency Curve" desc="See ISC4FireProtectionSimulator.h"></property> <property num="0x29233e8f" type="Float32" name="FireProtectionSim, Max Allowed Funding" desc="100.0+ Maximum percentage you can fund a fire station"></property> <property num="0x29233e94" type="Float32" name="FireProtectionSim, Strike Efficiency Multiplier" desc="0.0-1.0 efficiency multiplier when stations are on strike"></property> <property num="0x29233e95" type="Sint32" name="FireProtectionSim, Max Strike Duration" desc="Maximum number of days a strike can last"></property> <property num="0x29233e96" type="Float32" name="FireProtectionSim, Min Funding To End Strikes" desc="0.0-100.0, See ISC4FireProtectionSimulator.h"></property> <property num="0x29233e98" type="Float32" name="FireProtectionSim, Strike Response Curve" desc="See ISC4FireProtectionSimulator.h""></property> <property num="0x69b425db" type="Float32" name="FireProtectionSim, StationNoRoad Multiplier" desc="(0.0 - 1.0)"></property> <group name="OBSOLETE"> <property num="0x08f55dc3" type="Sint64" name="(Obs)Fire Station, Monthly Upkeep Cost" desc="(in Simoleans)"></property> <property num="0x08f55dc4" type="Float32" name="Fire Station, Funding Percentage" desc="(percentage of funding)"></property> </group> </group> <group name="Flamability Simulator"> <property num="0xc9b40128" type="Float32" name="Flammability multiplier, summer" desc="flammability multiplier during summer"></property> <property num="0x29b40134" type="Float32" name="Flammability multiplier, abandonment" desc="flammability multiplier if building if abandoned"></property> <property num="0x29b4013b" type="Float32" name="Flammability multiplier, no water" desc="flammability multiplier if building is not watered"></property> <property num="0x29b4013c" type="Uint32" name="Flammability, hotspot settings" desc="hotspot settings: threshold value (0-255), radius (in tracts), minimum weight"></property> <property num="0x29b4013d" type="Float32" name="Flammability, hotspot fire probability" desc="maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)"></property> <property num="0x29b4013e" type="Float32" name="Flammability, random fire probability" desc="monthly fire probability (in percent 0-100) of random lot fire"></property> </group> <group name="Aura Simulator"> <property num="0xea023270" type="Float32" name="Aura, Park Effect" desc="Maps grid data to aura effect"></property> <property num="0xea023271" type="Float32" name="Aura, Pollution Effect, Air" desc="Maps grid data to aura effect"></property> <property num="0xea023272" type="Float32" name="Aura, Pollution Effect, Water" desc="Maps grid data to aura effect"></property> <property num="0xea023273" type="Float32" name="Aura, Pollution Effect, Garbage" desc="Maps grid data to aura effect"></property> <property num="0xea023274" type="Float32" name="Aura, Pollution Effect, Radiation" desc="Maps grid data to aura effect"></property> <property num="0xea023275" type="Float32" name="Aura, School Effect" desc="Maps grid data to aura effect"></property> <property num="0xea023276" type="Float32" name="Aura, Hospital Effect" desc="Maps grid data to aura effect"></property> <property num="0xea023277" type="Float32" name="Aura, Crime Effect" desc="Maps grid data to aura effect"></property> <property num="0xea023278" type="Float32" name="Aura, Trip Length" desc="Maps grid data to aura effect"></property> <property num="0xea023279" type="Float32" name="Aura, Traffic" desc="Maps grid data to aura effect"></property> <property num="0xea02327a" type="Float32" name="Aura, Long Term Decay Factor" desc="(1.0 means no decay, 0.0 means full decay (no smoothing)"></property> <property num="0xea02327b" type="Float32" name="Aura, Short Term Decay Factor" desc="(1.0 means no decay, 0.0 means full decay (no smoothing)"></property> <property num="0xea02327c" type="Sint32" name="Aura, Base Aura (Low)" desc="Base aura for R$,Cs$,Id occupancy"></property> <property num="0xea02327d" type="Sint32" name="Aura, Base Aura (Med)" desc="Base aura for R$$,Cs$$,Co$$,Ir,Im occupancy"></property> <property num="0xea02327e" type="Sint32" name="Aura, Base Aura (High)" desc="Base aura for R$$$,Cs$$$,Co$$$ occupancy"></property> <property num="0xea02327f" type="Float32" name="Aura, Tax Rate Change Effect" desc="Maps tax rate change (in percent) to aura effect"></property> <property num="0xea023280" type="Float32" name="Aura, Value/Wealth Effect" desc="Maps (value_type-wealth_type) to aura effect"></property> <property num="0xea023290" type="Float32" name="Aura, Transient Effect, Fire" desc="magnitude and radius in meters of transient aura effect"></property> <property num="0xea023291" type="Float32" name="Aura, Transient Effect, Flora" desc="magnitude and radius in meters of transient aura effect"></property> <property num="0xea023292" type="Float32" name="Aura, Transient Effect, Civic Plop" desc="magnitude and radius in meters of transient aura effect"></property> <property num="0xea023293" type="Float32" name="Aura, Transient Effect, Network Plop" desc="magnitude and radius in meters of transient aura effect"></property> <property num="0xea0232a0" type="Sint32" name="Aura, Hotspot Settings" desc="hotspot settings: threshold value (0-255), radius (in tracts), minimum weight"></property> <property num="0xea0232a1" type="Float32" name="Aura, Hotspot Riot Probability" desc="maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)"></property> </group> <property num="0x47e2c200" type="Uint8" name="Tract Size" desc="Power of 2; determines the size of the sim grid"></property> <property num="0x68f26014" type="Uint32" name="Map View Unsigned Colors" desc="RGBA color of 3D overlay of 2-color map view"></property> <property num="0x68f26015" type="Uint32" name="Map View Signed Colors" desc="RGBA color of 3D overlay of 3-color map view"></property> </group> <group name="Zone Manager"> <property num="0xe94825b2" type="Sint32" name="kZM_mZoneMinCellSize" desc="kZM_mZoneMinCellSize"></property> <property num="0xe94825b3" type="Sint32" name="kZM_mZoneMaxCellSize" desc="kZM_mZoneMaxCellSize"></property> <property num="0xe94825b4" type="Sint64" name="kZM_mZoneCreationCostArray" desc="kZM_mZoneCreationCostArray"></property> <property num="0xe94825b5" type="Sint64" name="kZM_mZoneDestructionCostArray" desc="kZM_mZoneDestructionCostArray"></property> <property num="0xe94825b6" type="Uint32" name="kZM_mZoneTextureResourceInstanceArray" desc="kZM_mZoneTextureResourceInstanceArray"></property> <property num="0xe94825b7" type="Uint8" name="Zone Display Alpha" desc="Replaces drag color alpha after zone placement"></property> <property num="0xe94825b8" type="Uint32" name="Zone Drag Color" desc="RGBA color to blend with black and white texture NRRRCCCIIIMASSLP"></property> <property num="0xe94825b9" type="Float32" name="Zone Max Slope" desc="Meters per cell must be less than this value NRRRCCCIIIMASSLP"></property> </group> <group name="Ordinance"> <property num="0x28ebbc30" type="Uint32" name="Ordinance ID" desc="ID of this ordinance"></property> <property num="0x6a416b21" type="Uint32" name="Name Key" desc="Resource key of ordinance name resource"></property> <property num="0x28ebbc32" type="String" name="Name String (non-localizable)" desc="Ordinance name"></property> <property num="0xca416b2a" type="Uint32" name="Description Key" desc="Resource key of ordinance description"></property> <property num="0x28ebbc34" type="String" name="Description String (non-localizable)" desc="Ordinance description string"></property> <property num="0x28ebbc35" type="Uint32" name="Year Available" desc="Year this ordinance becomes available"></property> <property num="0x28ebbc36" type="Float32" name="Monthly Chance" desc="Monthly chance of this ordinance bemoming available"></property> <property num="0x28ebbc37" type="Sint32" name="Enactment Income" desc="Revenue generated by enacting this ordinance"></property> <property num="0x28ebbc38" type="Sint32" name="Retractment Income" desc="Cost of retracting this ordinance"></property> <property num="0x28ebbc39" type="Sint32" name="Monthly Constant Income" desc="Constant part of monthly income generated by this ordinance"></property> <property num="0x28ebbc3a" type="Float32" name="Monthly Income Factor" desc="Factor applied to ordinance cost basis"></property> <property num="0x28ebbc3b" type="Uint32" name="Advisor ID" desc="Advisor ID for this ordinance"></property> <property num="0x28ebbc3c" type="Bool" name="Income Ordinance" desc="True for ordinances that should appear on income part of budget"></property> <property num="0x28ed0380" type="Float32" name="Crime Effect" desc="Crime multiplier"></property> <property num="0xaa5b8407" type="Sint32" name="Mayor Rating" desc="This value get added globally to mayor rating"></property> <property num="0x08f79b8e" type="Float32" name="Air Effect" desc="Effect (multiplier) this ordinance has on air pollution"></property> <property num="0x28f42aa0" type="Float32" name="Flammability Effect" desc="Effect (multiplier) this ordinance has on flammability"></property> <property num="0xe8f79c8b" type="Float32" name="Water Effect" desc="Effect (multiplier) this ordinance has on water pollution"></property> <property num="0xe8f79c90" type="Float32" name="Garbage Effect" desc="Effect (multiplier) this ordinance has on garbage"></property> <property num="0xa8f4eb0c" type="Float32" name="Water Use Reduction" desc="Effect (multiplier) this ordinace has on water use"></property> <property num="0x0911e117" type="Float32" name="Power Reduction Effect" desc="Factor by which this ordinance reduces power consumption"></property> <property num="0x2a631000" type="Float32" name="Residential Demand Effect" desc="Factor applied to residential demand" /> <property num="0x2a633000" type="Float32" name="Commercial Demand Effect" desc="Factor applied to commercial demand"></property> <property num="0x2a634000" type="Float32" name="Industrial Demand Effect" desc="Factor applied to industrial demand"></property> <property num="0x491b3ad5" type="Float32" name="Health Coverage Radius % Effect" desc="Percentage (from 0 to 200) by which this ordinance affects coverage radius of health buildings"></property> <property num="0x891b3ae6" type="Float32" name="Health Effectiveness vs. Distance Effect" desc="Maps % of coverage distance from a hospital to HQ boost %"></property> <property num="0xe91b3aee" type="Float32" name="Health Quotient Boost Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects all HQ values"></property> <property num="0xc92d9c7a" type="Float32" name="Health Quotient Decay Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the rate at which HQ decays"></property> <property num="0x092d909b" type="Float32" name="Health Capacity Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the capacity of hospitals"></property> <property num="0xe92d9db4" type="Float32" name="Health Effectiveness vs. Average Age Effect" desc="Maps average age of a tract to addional HQ boost %"></property> <property num="0xa91b3af4" type="Float32" name="School Coverage Radius % Effect" desc="Percentage (from 0 to 200) by which this ordinance affects coverage radius of schools"></property> <property num="0xa91b3afa" type="Float32" name="School Effectiveness vs. Distance Effect" desc="Maps % of coverage distance from a school to EQ boost %"></property> <property num="0xa92d9d7a" type="Float32" name="School EQ Boost Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects all EQ values"></property> <property num="0x692ef65a" type="Float32" name="School EQ Decay Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the rate at which EQ decays"></property> <property num="0x892d9d02" type="Float32" name="School Capacity Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the capacity of schools"></property> <property num="0xc91b3b02" type="Float32" name="School Effectiveness vs. Average Age Effect" desc="Maps average age to EQ boost %"></property> <property num="0x8a612fee" type="Sint32" name="Travel Strategy Modifier" desc="For each wealth type ($-$$$), modifies percentage of travelers using each of the three travel strategies"></property> <property num="0x8a67e373" type="Float32" name="Air Effect by zone type" desc="Effect (multiplier) this ordinance has on air pollution for each zone type"></property> <property num="0x8a67e374" type="Float32" name="Water Effect by zone type" desc="Effect (multiplier) this ordinance has on water pollution for each zone type"></property> <property num="0x8a67e376" type="Float32" name="Garbage Effect by zone type" desc="Effect (multiplier) this ordinance has on garbage for each zone type"></property> <property num="0x8a67e378" type="Float32" name="Traffic Air Pollution Effect" desc="Effect (multiplier) this ordinance has on air pollution generated by traffic"></property> <property num="0x2a654100" type="Float32" name="IR Demand Effect" desc="The effect of this ordinance on Industrial Resource demand, in percent (0.0-100.0)" /> <property num="0x2a654200" type="Float32" name="ID Demand Effect" desc="The effect of this ordinance on Industrial Dirty demand, in percent (0.0-100.0)" /> <property num="0x2a654300" type="Float32" name="IM Demand Effect" desc="The effect of this ordinance on Industrial Manufacturing demand, in percent (0.0-100.0)" /> <property num="0x2a654400" type="Float32" name="IHT Demand Effect" desc="The effect of this ordinance on Industrial High-Tech demand, in percent (0.0-100.0)" /> <property num="0x2a653320" type="Float32" name="CO$$ Demand Effect" desc="The effect of this ordinance on Commercial Office $$ demand, in percent (0.0-100.0)" /> <property num="0x2a653330" type="Float32" name="CO$$$ Demand Effect" desc="The effect of this ordinance on Commercial Office $$$ demand, in percent (0.0-100.0)" /> <property num="0x2a653110" type="Float32" name="CS$ Demand Effect" desc="The effect of this ordinance on Commercial Service $ demand, in percent (0.0-100.0)" /> <property num="0x2a653120" type="Float32" name="CS$$ Demand Effect" desc="The effect of this ordinance on Comercial Service $$ demand, in percent (0.0-100.0)" /> <property num="0x2a653130" type="Float32" name="CS$$$ Demand Effect" desc="The effect of this ordinance on Commercial Service $$$ demand, in percent (0.0-100.0)" /> <group name="OBSOLETE"> <property num="0x092d91a3" type="Uint32" name="Health Building types affected" desc="Variable length list of building types affected by this ordinance" /> <property num="0x292d91aa" type="Uint32" name="School Building types affected" desc="Variable length list of building types affected by this ordinance" /> <property num="0x28ebbc31" type="Uint32" name="Old Name Key (obsolete)" desc="DO NOT USE" /> <property num="0x28ebbc33" type="Uint32" name="Old Description Key (obsolete)" desc="DO NOT USE" /> </group> </group> <group name="Network"> <property num="0x4835c6a4" type="Float32" name="PivotPointPosition" desc="Relative to left, bottom, far corner of bounding box (x,y,z meters)"></property> <property num="0x4835c6a5" type="Float32" name="BoundingBox" desc="Dist (meters) from the pivot pt to left, right, back, front, bottom, top side of model"></property> <property num="0x6a845768" type="Uint32" name="ModelIsPrelit" desc="If this property is present the game will not apply deform and lighting to the model"></property> <property num="0xabe1b5a3" type="Bool" name="BridgeObstruction" desc="This property prevents water automata from crossing under the bridge tile."></property> </group> <group name="Bridge"> <property num="0x482cb441" type="Float32" name="MinClearance" desc="Min clearance below bridge (meters)"></property> <property num="0x482cb442" type="Uint32" name="NumEndPieces" desc="Number of end pieces"></property> <property num="0x482cb443" type="Uint32" name="EndPieceExemplars" desc="Exemplar ids for end pieces(in order)"></property> <property num="0x482cb444" type="Uint8" name="EndPieceRotations" desc="Model rotations for end pieces"></property> <property num="0x482cb445" type="Uint32" name="RepeatPieceExemplar" desc="Exemplar id for the repeat pieces"></property> <property num="0x482cb446" type="Uint8" name="RepeatPieceRotation" desc="Model rotation for repeat piece"></property> <property num="0x482cb447" type="Uint32" name="SupportInterval" desc="Number of cells between supports"></property> <property num="0x482cb448" type="Uint32" name="NumSupportPieces" desc="Number of support pieces(count one side only)"></property> <property num="0x482cb449" type="Uint32" name="SupportPieceExemplars" desc="Exemplar ids for support pieces(start at pillar)"></property> <property num="0x482cb44a" type="Uint8" name="SupportPieceRotations" desc="Model rotations for support pieces"></property> <property num="0x482cb44b" type="Float32" name="EndPieceSpanLocations" desc="Dist from top the two spans of each end piece are"></property> <property num="0x482cb44c" type="Float32" name="ColumnTopPosForSupportPieces" desc="Dist from pivot point to the top of concrete column (-ve for no column)"></property> <property num="0x482cb44d" type="Float32" name="ColumnTopPosForEndPieces" desc="Dist from pivot point to the top of concrete column (-ve for no column)"></property> <property num="0x482cb44e" type="Float32" name="SupportColumnCorners" desc="(x,z) corresponding to the 4 corners of the support column w.r.t column center"></property> <property num="0x482cb44f" type="Bool" name="CanWorkAsLandBridge" desc="Set to true if this bridge can work as land bridge"></property> <property num="0x482cb450" type="Bool" name="CanWorkAsWaterBridge" desc="Set to true if this bridge can work as water bridge"></property> <property num="0x482cb455" type="Float32" name="MinHold" desc="The lowest suspend wire can get in the middle"></property> <property num="0x482cb456" type="Float32" name="MinEndHold" desc="The lowest suspend wire can get at the ends (leave it at 0 please)"></property> <property num="0x482cb457" type="Float32" name="PylonsHeight" desc="Pylons height (meters)"></property> <property num="0x482cb458" type="Uint32" name="MinSpan" desc="The shortest possible bridge of this type (tiles)"></property> <property num="0x482cb459" type="Uint32" name="EndSupportInterval" desc="Number of cells between supports at the ends of the bridge"></property> <property num="0x482cb45a" type="Uint32" name="MinPylons" desc="Minimal number of pylons"></property> <property num="0x482cb45b" type="Uint32" name="MaxPylons" desc="Maximal number of pylons"></property> <property num="0x482cb45c" type="Uint32" name="WireMainTexId" desc="Texture ID for suspension wire"></property> <property num="0x482cb45d" type="Uint32" name="WireTileTexId" desc="Texture ID for vertical suspension wires"></property> <property num="0x482cb45e" type="Float32" name="MainPylonCorners" desc="(x,z) corresponding to the 4 corners of the pylon w.r.t pylon center"></property> <property num="0x482cb45f" type="Uint32" name="BridgeWidth" desc="Bridge width in tiles (defaults to 1)"></property> <property num="0x482cb467" type="Uint32" name="MaxSpan" desc="The longest possible bridge of this type (tiles)"></property> <property num="0x482cb468" type="Float32" name="CeilingHeight" desc="Distance from road top to ceiling of water passage below bridge tiles."></property> <property num="0x482cb469" type="Float32" name="CableStayedFrontAnchors" desc="3D start and end (x,y,z) of cable attachments on front side of pylon."></property> <property num="0x482cb46a" type="Float32" name="CableStayedRearAnchors" desc="3D start and end (x,y,z) of cable attachments on rear side of pylon."></property> <property num="0x482cb46b" type="Uint32" name="CableStayedWireTexture" desc="Instance ID of texture to use for cable-stayed bridge wires."></property> <property num="0x482cb46c" type="Float32" name="CableStayedWireThickness" desc="Thickness of cable-stayed wires in meters."></property> <property num="0x482cb46d" type="Float32" name="CableStayedSpanAnchors" desc="Start and end positions for cable-stayed bridge wires on the span, relative to the pylon."></property> <property num="0x482cb46e" type="Uint32" name="CableStayedWireCount" desc="The number of wires on one side of a pylon on a cable-stayed bridge."></property> <property num="0x482cb46f" type="Uint32" name="Bridge Image Key" desc="Group and instance ID for preview image of bridge."></property> <property num="0x482cb470" type="Uint32" name="Bridge Costs" desc="One-time and per-tile costs for bridge, in simoleons."></property> <property num="0x482cb471" type="Float32" name="WireTilingUnit" desc="Height of a repeating wire tile for suspension bridges."></property> <property num="0x482cb472" type="Float32" name="Bridge height bias" desc="Vertical displacement for all models in a bridge."></property> <property num="0x482cd460" type="Float32" name="SuspensionWireBase" desc="Offset of suspension wire base"></property> <property num="0x482cd461" type="Float32" name="SuspensionWireInside" desc="Offset of suspension wire inside the bridge tile"></property> <property num="0x482cd462" type="Float32" name="SupportColumnBase" desc="Offset of pylon base"></property> <property num="0x482cd463" type="Float32" name="MinAltitudeAboveWater" desc="Minimum estimated elevation above water"></property> <property num="0x482cd464" type="Float32" name="MaxAltitudeAboveWater" desc="Maximum estimated elevation above water"></property> <property num="0x482cd465" type="Float32" name="MinEndIntervalFraction" desc="Force pylon-to-end distance to be at least some% of pylon-to-pylon distance."></property> <property num="0x482cd466" type="Uint32" name="Bridge Name Key" desc="Group and instance ID for string name of bridge."></property> </group> <group name="Miscellanious"> <property num="0x879d12e7" type="Float32" name="MaxSlopeAlongNetwork" desc="Range: [0.0 - 90.0]"></property> <property num="0x279d1707" type="Float32" name="MaxSlopeOnNetworkSide" desc="Range: [0.0 - 90.0]"></property> <property num="0x07b36c71" type="Float32" name="MaxNetworkSlopeChange" desc="Range: [0.0 - 90.0]"></property> <property num="0xc7b36ca4" type="Float32" name="MaxTerrainHtIncrease" desc="How much can terrain be raised during network placement [0.0 - 100000.0]"></property> <property num="0xc7b36ca5" type="Float32" name="MaxTerrainHtDecrease" desc="How much can terrain be lowered during network placement [0.0 - 100000.0]"></property> <property num="0xc804dd86" type="Float32" name="MaxNetworkHtAdjustment" desc="Range: [0.0 - 100000.0]"></property> <property num="0xc804dd87" type="Float32" name="MinTerrainSlopeForTunnelStart" desc="Min terrain slope to trigger tunnel placement"></property> <property num="0xc804dd88" type="Float32" name="MaxTunnelSlope" desc="Maximum slope of tunnel (in degrees)"></property> <property num="0xc804dd89" type="Float32" name="MaxDisplacementBeyondRefPlane" desc="Maximum amount (in meters) by which a network vertex is allowed to move beyond reference plane"></property> <property num="0xc804dd90" type="Bool" name="UseFreehandMode" desc="Use freehand mode of placement (i.e., anchor points freeze)"></property> <property num="0xc804dd91" type="Uint32" name="NumFramesBetweenAnchorPtFreeze" desc="[deprecated] Number of frame updates between the freezing of successive anchor points"></property> <property num="0xc804dd92" type="Uint32" name="NumCellsBetweenAnchorPtFreeze" desc="Min number of cells between successive anchor points in different zooms"></property> <property num="0xc804dd93" type="Float32" name="MaxDistFromTerrain" desc="How far away from the terrain is the network allowed to be [0.0 - 100000.0]"></property> <property num="0xc804dd94" type="Float32" name="MaxRetainingWallHt" desc="Max height of the retaining walls [0.0 - 100000.0]"></property> <property num="0xc804dd95" type="Float32" name="MaxPylonHt" desc="Max height of the supporting pylons [Reating wall ht - 100000.0]"></property> <property num="0xc804dd96" type="Float32" name="MaxHtDiffBetweenLandBridgeEnds" desc="Max allowed terrain height diff between the two ends of land bridges"></property> <property num="0xc804dd97" type="Bool" name="SmoothenOnlyConnectedTiles" desc="Smoothen only those tiles that are connected to the segment being placed"></property> <property num="0xc804dd98" type="Uint32" name="numSmoothingProgressionSteps" desc="Number of times we attempt expanding the smoothing region before giving up"></property> <property num="0xc804dd99" type="Uint32" name="distAddedPerSmoothingProgressionStep" desc="How much (in cells) does the smoothing region expand in each smoothing progression step"></property> <property num="0xc804dd9a" type="Float32" name="networkHtChangeThatRequiresFixing" desc="If an existing network moves by less than this, we do not attempt to fix it (for efficiency)"></property> <property num="0xc804dd9b" type="Uint32" name="TimeBetweenAnchorPtFreeze" desc="Time in milliseconds between the freezing of successive anchor points"></property> <property num="0xa96e5641" type="Float32" name="Underground Trench Floor Depth" desc="Default depth of underground network trench floor below terrain"></property> <property num="0x496e564c" type="Float32" name="Underground Piece Depth" desc="Default depth of underground network piece below terrain"></property> <property num="0x096e5653" type="Float32" name="Underground Intersection Height" desc="Default height above trench floor to place intersectons"></property> <property num="0x496e5a36" type="Bool" name="Use Pipe Depth" desc="If false, normal pipe pieces are placed as per intersections"></property> <property num="0xe974eaa1" type="Uint32" name="NetworkTextureId" desc="Id of the network texture for which it is OK to have pylon/retaining wall"></property> <property num="0xe974eaa2" type="Uint32" name="ConnectedVerts" desc="Pairs of cell vertices connected by retaining walls / side flaps"></property> <property num="0xe974eaa3" type="Float32" name="PylonCornerXZs" desc="(x,z) corresponding to the 4 corners of the pylon w.r.t cell center"></property> <property num="0xe974eaa4" type="Uint32" name="TunnelResourceIds" desc="Model resource id(s) for tunnel piece(s)"></property> <property num="0xe974eaa5" type="Uint32" name="TunnelModelRotations" desc="Tunnel model rotations"></property> <property num="0xe974eaa6" type="Float32" name="TunnelModelHeights" desc="Tunnel piece model heights"></property> <property num="0xe974eaa7" type="Uint32" name="Special Pylon Model Id" desc="Pylon model exemplar instance used by some networks (can be single instance or one per zoom)"></property> <property num="0x4a270db0" type="Float32" name="Construction Crew Time" desc="Number of seconds the construction crew will spend per tile while building network"></property> <property num="0x4a270e94" type="Float32" name="Construction Crew Vehicle Speed" desc="Speed of construction crew vehicles in meters/second"></property> <property num="0x4a271248" type="Uint32" name="Construction Crew Lead Vehicle Instance" desc="Instance ID of construction crew lead vehicle"></property> <property num="0x4a27124f" type="Uint32" name="Construction Crew Follow Vehicle Instance" desc="Instance ID of construction crew follow vehicle"></property> <property num="0x4a275748" type="Uint32" name="Construction Crew Vehicle Path Type" desc="Type of path used by construction crew vehicles (0=None, 1=Auto, 2=Ped, 3=Train, 4=Subway"></property> <property num="0x4a2d49b9" type="Uint32" name="Simolean Cost Per Tile" desc="Cost to create a tile of network using this tool"></property> <property num="0x8a2d49ea" type="Uint32" name="Simolean Cost Per Bridge Tile" desc="Cost to create a bridge tile of network using this tool"></property> <property num="0x8a2d49f0" type="Uint32" name="Simolean Cost Per Tunnel Tile" desc="Cost to create a tunnel tile of network using this tool"></property> <property num="0x6a2d49f4" type="Float32" name="Simolean Cost Per Meter Displaced" desc="Cost to raise/lower one vertex one meter when using this tool"></property> <property num="0xea86e3b5" type="Uint32" name="Simolean Cost Per Tile to Demolish" desc="Cost to demolish a tile of network using this tool"></property> </group> <group name="Hidden"> <property num="0x489b6974" type="Uint32" name="Test res key table" desc="Test for Resource key table editor"></property> <property num="0x07af514b" type="Uint32" name="ResMan Registered Groups" desc="Specifies a group id registered with the resource manager"></property> </group> <group name="Terrain"> <property num="0x48cd7b20" type="Float32" name="MaxNormalTerrainHeight" desc="Max normal height in fractally generated terrains, for different city size choices"></property> <property num="0x48cd7b21" type="Float32" name="SeaLevel" desc="Sea level (meters)"></property> <property num="0x48cd7b22" type="Float32" name="MinRegularHtFactor" desc="Factor governing the min ht for regular terrain"></property> <property num="0x48cd7b23" type="Float32" name="MaxRegularHtFactor" desc="Factor governing the max ht for regular terrain"></property> <property num="0x48cd7b24" type="Float32" name="MinMountainHtFactor" desc="Factor governing the min ht for mountain terrain"></property> <property num="0x48cd7b25" type="Float32" name="MaxMountainHtFactor" desc="Factor governing the max ht for mountain terrain"></property> <property num="0x48cd7b26" type="Float32" name="MaxTerrainHeight" desc="Maximum altitude of a terrain vertex"></property> <property num="0x48cd7b27" type="Float32" name="MinTerrainHeight" desc="Minimum altitude of a terrain vertex"></property> <property num="0x48cd7b28" type="Float32" name="ImageImportScaleFactor" desc="How many meters correspond to one unit of gray scale value in image"></property> <property num="0x48cd7b2a" type="Float32" name="DefaultTerrainHeight" desc="Default terrain height for new city (meters)"></property> <property num="0x48cd7b30" type="Float32" name="TemperatureRangeFactor" desc="Factor governing the max temperature range for texture assignment"></property> <property num="0x48cd7b31" type="Float32" name="WaterProximityRangeFactor" desc="Factor governing the max water proxmity range for texture assignment"></property> <property num="0x48cd7b40" type="Uint32" name="NumInitialErosionPasses" desc="Number of erosion passes at initial terrain creation time"></property> <property num="0x48cd7b41" type="Uint32" name="NumHydraulicIterationsPerInitialErosionPass" desc="Number of hydraulic erosion iterations in each initial erosion pass"></property> <property num="0x48cd7b42" type="Uint32" name="NumWindIterationsPerInitialErosionPass" desc="Number of wind erosion iterations in each initial erosion pass"></property> <property num="0x48cd7b43" type="Float32" name="SeaLevelChangeDueToWaterSlider" desc="The sea level change range (meters) corresponding to the water slider, for diff city sizes"></property> <property num="0x48cd7b50" type="Uint32" name="MinCellsInUsefulFlatArea" desc="do not auto flatten it""></property> <property num="0x48cd7b51" type="Float32" name="MaxHtChangeToFlattenFactor" desc="Controls the extent of height change allowed in auto-flattening"></property> <property num="0x48cd7b52" type="Float32" name="MaxTerraceAltitudeFactor" desc="Controls the maximum altitude upto which auto-flattening gets done"></property> <property num="0x48cd7b53" type="Float32" name="MinTerraceAltitudeFactor" desc="Controls the lowest altitude at which terraces get created"></property> <property num="0x48cd7b54" type="Uint32" name="AutoFlatAreaEdgeSmootheningRadius" desc="To what distance (in cells) around an auto-flattened area we do smoothing"></property> <property num="0x48cd7b60" type="Uint32" name="MinShoreCliffSize" desc="Minimum number of shore vertices in a shore cliff"></property> <property num="0x48cd7b61" type="Float32" name="MinShoreCliffCandidateHt" desc="Minimum pre-existing ht difference at shore for it to be considered for turning into a cliff"></property> <property num="0x48cd7b62" type="Float32" name="MinShoreCliffHt" desc="Minimum ht above sea level at a shore cliff (after cliff creation)"></property> <property num="0x48cd7b63" type="Float32" name="MaxShoreCliffHt" desc="Maximum ht above sea level at a shore cliff (after cliff creation)"></property> <property num="0x48cd7b64" type="Uint32" name="MaxShoreCliffSize" desc="Maximum number of shore vertices in a shore cliff"></property> <property num="0x48cd7b65" type="Float32" name="MaxNormalYForCliff" desc="A face is considered cliff if the y-component of its normal is less than this"></property> <property num="0x48cd7b70" type="Float32" name="MinSeaLevel" desc="Minimum sea altitude"></property> <property num="0x48cd7b71" type="Float32" name="MaxSeaLevel" desc="Maximum sea altitude"></property> <property num="0x48cd7b72" type="Float32" name="SeaRaiseLowerAmount" desc="Extent by which the sea level is raised/lowered for each player click"></property> <property num="0x48cd7b73" type="Float32" name="TerrainRaiseLowerAmount" desc="Extent by which the terrain level is raised/lowered each time raise/lower menu is selected"></property> <property num="0xa9c283d0" type="Uint8" name="MaxBeachWidth" desc="How far from water (in cells) does the beach extend"></property> <property num="0xa9c283d1" type="Float32" name="MaxBeachAltitude" desc="How high above the sea level(meters), does the beach extend"></property> <property num="0x48cd7b80" type="Uint8" name="AutoFlattenUponCreation" desc="Run auto-flatten tool upon initial terrain creation"></property> <property num="0x48cd7b81" type="Uint8" name="ShoreCliffsUponCreation" desc="Run cliff creation tool upon initial terrain creation"></property> <property num="0x48cd7ba0" type="Float32" name="TypicalBrushAngleIncrement" desc="Angle (in degrees) by which the brush rotates between successive applications"></property> <property num="0x48cd7bf1" type="Uint32" name="NumFlowStepsPerWaterErosionBrushApplication" desc="Number of water flow steps in each application of water erosion brush"></property> <property num="0x48cd7bf2" type="Uint32" name="NumWaterErosionIterationsPerInvocation" desc="Number of water erosion steps in each application of water erosion tool"></property> <property num="0x48cd7bf3" type="Uint32" name="NumSmoothingIterationsAfterWaterErosion" desc="Number of smoothing iterations after each application of water erosion tool"></property> <property num="0x48cd7c00" type="Float32" name="EdgeReconcilliationSmoothingRadiusVsHeightDiff" desc="Specifiess the smoothing radius as a function of height adjustment needed"></property> <property num="0x48cd7c01" type="Uint32" name="EdgeReconcilliationSmoothingIterations" desc="Smoothing iterations for edge reconcilliation"></property> <property num="0x48cd7c02" type="Float32" name="EdgeReconcilliationHtDifferenceThreshold" desc="If the height difference is less than this, don't reconcile"></property> <property num="0x497f42a4" type="Uint8" name="Unwatered Building Color" desc="RGBA color for unwatered buildings in pipe view"></property> <property num="0xe97f42b0" type="Uint8" name="Watered Building Color" desc="RGBA color for watered buildings in pipe view"></property> <property num="0xa97f42ce" type="Uint8" name="Watered Terrain Color" desc="RGBA color for watered terrain cells in pipe view"></property> <property num="0x097f4c4e" type="Uint8" name="Unwatered Terrain Color" desc="RGBA color for unwatered terrain cells in pipe view"></property> <property num="0x297f42b7" type="Bool" name="Draw Unwatered Terrain Cell Color" desc="Determines whether unwatered terrain cells are colored in pipe view"></property> <property num="0x89861864" type="Uint32" name="VolcanicAshLifeTime" desc="How long (microsecs) is the volcanic ash visible on screen"></property> <property num="0x89a312c0" type="Float32" name="TerrainTexTilingFactor" desc="100 meters of terrain corresponds to this fraction of texture in farthest zoom"></property> <property num="0x89a312c2" type="Uint32" name="TextureRandomizationGridSize" desc="Width of the coarse grid (in terrain cells) where we assign the same texture family member"></property> <property num="0x69ac5640" type="Float32" name="MinWaterDepthForDeepSeaBedTexture" desc="If the water depth exceeds this, we apply deep seabed texture"></property> <property num="0x69ac5641" type="Float32" name="MaxWaterDepthForDeepSeaBedTexture" desc="Upto this water depth we use deep seabed texture for terrain (No texturing beyond that depth)"></property> <property num="0x29ab15c0" type="Float32" name="WaterDepthForMaxAlpha" desc="At this depth (meters), water becomes opaque"></property> <property num="0x29ab15c1" type="Uint8" name="WaterMinAlpha" desc="Min alpha of water"></property> <property num="0x29ab15c2" type="Float32" name="WaterDepthToColorGradientFactor" desc="Number of pixels in the gradient corresponding to each meter of water depth"></property> <property num="0x29ab15c3" type="Bool" name="DisplayWaterSurface" desc="Enable/Disable the display of water surface"></property> <property num="0x29ab15c4" type="Bool" name="DisplayTerrainSurface" desc="Enable/Disable the display of terrain surface"></property> <property num="0x29ab15c5" type="Float32" name="WaterNightColorAdjustment" desc="Modifications to the r,g,b of water at night"></property> <property num="0x29ab15c6" type="Float32" name="CityEdgeLayerHeights" desc="Heights (meters) of all but the bottom-most layers on city edge"></property> <property num="0x29ab15c7" type="Float32" name="CityEdgeBrightnessKludgeFactor" desc="Multiplication factor to tune the brightness of cliffs on city edges"></property> <property num="0x69db8d00" type="Uint32" name="TextureUpdateIntervalForTerrainBrushes" desc="Controls how often terrain texture updates happen while applying terrain brushes"></property> <property num="0x69db8d01" type="Float32" name="ModKey1StrengthMultiplier" desc="Controls how the brush strength is modified by the control key"></property> <property num="0x69db8d02" type="Float32" name="ModKey1WidthMultiplier" desc="Controls how the brush strength is modified by the control key"></property> <property num="0x69db8d03" type="Float32" name="ModKey2StrengthMultiplier" desc="Controls how the brush strength is modified by the shift key"></property> <property num="0x69db8d04" type="Float32" name="ModKey2WidthMultiplier" desc="Controls how the brush strength is modified by the shift key"></property> <property num="0x69db8d05" type="Float32" name="ApplicationTimeIntervalForFullBrushStrength" desc="Time interval (secs) between applications to get full brush strength"></property> </group> <group name="Lava"> <property num="0x69987e60" type="Float32" name="LavaColorGradientMapFactor" desc="Number of pixels in color gradient corresponding to every meter of lava depth"></property> <property num="0x69987e61" type="Float32" name="LavaMaxFlowRate" desc="Higher the viscosity, lower should this number be."></property> <property num="0x69987e62" type="Float32" name="LavaHtDiffForMaxFlowRate" desc="Lava height differential at which the max flow rate is reached"></property> <property num="0x69987e63" type="Float32" name="LavaLiquidToSolidConversionFactor" desc="When unit amount of lava solidifies, it increases the terrain height by this much"></property> <property num="0x69987e64" type="Uint8" name="LavaMinAlpha" desc="Min alpha for lava"></property> <property num="0x69987e65" type="Float32" name="LavaMinAlphaDepth" desc="When the lava depth is less than this, we set alpha to be LavaMinAlpha"></property> <property num="0x69987e66" type="Float32" name="LavaMaxAlphaDepth" desc="If lava depth is more than this, it becomes opaque (i.e., max alpha)"></property> <property num="0x69987e67" type="Float32" name="LavaScorchedTerrainDecalSize" desc="Width of scorched terrain decal (meters)"></property> <property num="0x69987e68" type="Float32" name="LavaUnderWaterSolidificationMultiple" desc="Solidification rate under water this many times that over land"></property> <property num="0x69987e69" type="Float32" name="LavaDepthBurnThreshold" desc="The lava depth at which occupants will catch on fire"></property> <property num="0x69987e6a" type="Float32" name="LavaDepthDeepFryThreshold" desc="The lava depth at which occupants will instantly burn down"></property> <property num="0x69987e6b" type="Uint32" name="LavaAnimationFrameDuration" desc="Duration of each lava texture animation frame (microsecs)"></property> <property num="0x69987e6c" type="Float32" name="LavaMinAmountForDepositToHappen" desc="If lava amount is less than this, we don't deposit it (We simply dry it up!)"></property> <property num="0x69987e6d" type="Uint32" name="LavaScorchDecalLifeTime" desc="Life time of scorch decal(microsecs)"></property> <property num="0x69987e6e" type="Float32" name="LavaScorchDecalFadeInTime" desc="Fade in time (Secs) of scorch decal"></property> <property num="0x69987e6f" type="Float32" name="LavaScorchDecalFadeOutTime" desc="Fade out time (Secs) of scorch decal"></property> </group> <group name="Water"> <group name="Water Riples"> <property num="0x491c9c00" type="Bool" name="RipplesEnabled" desc="Enable/disable ripples"></property> <property num="0x491c9c01" type="Uint32" name="RippleMinShoreSizeForPlacement" desc="Place ripples only if the shore is these many cells long"></property> <property num="0x491c9c02" type="Float32" name="RippleQuadWidth" desc="Approximate width of the quads along the ribbon axis (meters)"></property> <property num="0x491c9c03" type="Float32" name="RippleLandVertexHtAboveSeaLevel" desc="Land side of the ribbon is keptabove sea level to get ripple washing the beach effect"></property> <property num="0x491c9c04" type="Float32" name="RippleTextureUIncrementPerQuad" desc="What portion of the texture corresponds to each quad"></property> <property num="0x491c9c05" type="Float32" name="RippleWaterSideRibbonWidth" desc="Dist (meters) from ribbon center to the quad edge on water side"></property> <property num="0x491c9c06" type="Float32" name="RippleLandSideRibbonWidth" desc="Dist (meters) from ribbon center to the quad edge on land side"></property> <property num="0x491c9c07" type="Uint32" name="RippleMicroSecsPerFrame" desc="Microseconds spent in each frame of animation"></property> <property num="0x491c9c08" type="Uint8" name="RippleLandVertexAlpha" desc="Alpha values for the ribbon vertices on the land side"></property> <property num="0x491c9c09" type="Uint8" name="RippleWaterVertexAlpha" desc="Alpha values for the ribbon vertices on the water side"></property> <property num="0x491c9c0a" type="Float32" name="RippleWaterSideRibbonWidthVariation" desc="Factor governing the variation of the ribbon width [0-1]"></property> <property num="0x491c9c0b" type="Float32" name="RippleConcavityThresholdAngle" desc="If the variation in ripple tangent direction is more than this, we break the ripple there"></property> <property num="0x491c9c0c" type="Uint32" name="RippleTerrainUpdateAreaThreshold" desc="If the area (square cells) of terrain edits exceeds this, ripples get reevaluated"></property> <property num="0x491c9c0d" type="Uint32" name="RippleAlphaIncrementSteps" desc="On the edges of the ripples, alpha increments over these many steps to reach its max"></property> </group> <group name="Water Waves"> <property num="0x6932dc00" type="Float32" name="DistFromShoreToWaveStartLocation" desc="Distance (meters) from the shore to the starting location of waves"></property> <property num="0x6932dc01" type="Float32" name="WaveMinProductionInterval" desc="Min time (sec) between the production of successive waves"></property> <property num="0x6932dc02" type="Float32" name="WaveMaxProductionInterval" desc="Max time (sec) between the production of successive waves"></property> <property num="0x6932dc03" type="Float32" name="WaveInnerRadius" desc="Inner radius (meter) of the wave arc"></property> <property num="0x6932dc04" type="Float32" name="WaveOuterRadius" desc="Outer radius (meter) of the wave arc"></property> <property num="0x6932dc05" type="Float32" name="WaveArcAngle" desc="Arc angle (degrees) for the wave"></property> <property num="0x6932dc06" type="Float32" name="WaveMinTimeInState" desc="Min time (sec) the wave spends in each of the states"></property> <property num="0x6932dc07" type="Float32" name="WaveMaxTimeInState" desc="Max time (sec) the wave spends in each of the states"></property> <property num="0x6932dc08" type="Float32" name="WaveInitialMoveSpeed" desc="Initial movement speed (meter/sec) of the wave"></property> <property num="0x6932dc09" type="Float32" name="WaveInitialExpandSpeed" desc="Initial expansion speed (meter/sec) of the wave"></property> <property num="0x6932dc0a" type="Float32" name="WaveMinMoveSpeed" desc="Min movement speed (meter/sec) of the wave"></property> <property num="0x6932dc0b" type="Float32" name="WaveMinExpandSpeed" desc="Min expansion speed (meter/sec) of the wave"></property> <property num="0x6932dc0c" type="Float32" name="WaveMaxMoveSpeed" desc="Max movement speed (meter/sec) of the wave"></property> <property num="0x6932dc0d" type="Float32" name="WaveMaxExpandSpeed" desc="Max expansion speed (meter/sec) of the wave"></property> <property num="0x6932dc0e" type="Float32" name="WaveMinExpandAcceleration" desc="Min acceleration of expansion in each of the states"></property> <property num="0x6932dc0f" type="Float32" name="WaveMaxExpandAcceleration" desc="Max acceleration of expansion in each of the states"></property> <property num="0x6932dc10" type="Float32" name="WaveMinMoveAcceleration" desc="Min acceleration of movement in each of the states"></property> <property num="0x6932dc11" type="Float32" name="WaveMaxMoveAcceleration" desc="Max acceleration of movement in each of the states"></property> <property num="0x6932dc12" type="Uint32" name="MaxWaves" desc="Maximum number of waves in the city"></property> <property num="0x6932dc13" type="Float32" name="InterWaveGap" desc="Gap (meters) between two waves"></property> <property num="0x6932dc14" type="Float32" name="WaveMaxOrientationDifference" desc="Maximum difference in the orientation of different waves"></property> </group> <group name="Water Shimmer"> <property num="0xa91cbe00" type="Float32" name="ShimmerMinQuadWidth" desc="Min quad widths (meters) in different zooms"></property> <property num="0xa91cbe01" type="Float32" name="ShimmerMaxQuadWidth" desc="Max quad widths (meters) in different zooms"></property> <property num="0xa91cbe02" type="Uint32" name="ShimmerQuadDensity" desc="Number of shimmer quads to have if all of a 256x256 happenned to be water"></property> </group> </group> <group name="Terrain Textures"> <property num="0x09c2aef0" type="Float32" name="TextureBlendStrength" desc="Higher this value, the more weightage this texture gets while blending with others"></property> <property num="0x09c2aef3" type="Float32" name="Z0_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property> <property num="0x09c2aef4" type="Float32" name="Z1_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property> <property num="0x09c2aef5" type="Float32" name="Z2_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property> <property num="0x09c2aef6" type="Float32" name="Z3_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property> <property num="0x09c2aef7" type="Float32" name="Z4_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property> </group> <group name="Brushes"> <group name="Brush Categories"> <property num="0x8a3143b7" type="Uint32" name="CategoryGodMisc" desc="Brush belongs to god mode, miscellaneous category"></property> <property num="0x2a3143d7" type="Uint32" name="CategoryMayorMisc" desc="Brush belongs to mayor mode, miscellaneous category"></property> <property num="0x6a33d682" type="Uint32" name="CategoryGodMountain" desc="Brush belongs to god mode, mountain category"></property> <property num="0xea33d694" type="Uint32" name="CategoryGodValley" desc="Brush belongs to god mode, valley category"></property> </group> <group name="Brush UI Elements"> <property num="0xaa2ed800" type="Uint32" name="UIActiveEffectID" desc="UI effect in active state"></property> <property num="0xaa2ed801" type="Uint32" name="UIIdleEffectID" desc="UI effect in idle state"></property> <property num="0xaa2ed802" type="Uint32" name="UIActiveIconID" desc="Icon effect in active state"></property> <property num="0xaa2ed803" type="Uint32" name="UIIdleIconID" desc="Icon effect in idle state"></property> <property num="0xaa2ed804" type="Uint32" name="UIActiveCursorId" desc="Hardware cursor ID for active state"></property> <property num="0xaa2ed805" type="Uint32" name="UIIdleCursorId" desc="Hardware cursor ID for idle state"></property> </group> <group name="Plugin Brushes"></group> <group name="Brush Components"> <property num="0x8a020200" type="Uint32" name="Comp1TextureId" desc="Component1: Texture id"></property> <property num="0x8a020201" type="Bool" name="Comp1AlignedWithMouseMoveDirection" desc="Component1: should be aligned with the mouse movement direction"></property> <property num="0x8a020202" type="Float32" name="Comp1Width" desc="Component1: zoom specific widths"></property> <property num="0x8a020203" type="Float32" name="Comp1Strength" desc="Component1: zoom specific brush strengths"></property> <property num="0x8a020204" type="Uint8" name="Comp1BaseTextureVal" desc="Component1: Base texture value (Raise/lower if value is more/less than this)"></property> <property num="0x8a020205" type="Uint32" name="Comp1OperationId" desc="Component1: Operation id"></property> <property num="0x8a020206" type="Uint32" name="Comp1DecalTextureId" desc="Component1: Decal texture id for paint brush"></property> <property num="0x8a020207" type="Float32" name="Comp1MaxDecalRotation" desc="Component1: Max rotation of decal texture (degrees)"></property> <property num="0x8a020208" type="Uint32" name="Comp1MaxPlacementsPerCell" desc="Component1: Max # of effects/decals placed in a cell during a scrubbing session"></property> <property num="0x8a020209" type="Uint32" name="Comp1IDOfEffectToPlace" desc="Component1: (group id, instance id) of the effect to place"></property> <property num="0x8a020300" type="Uint32" name="Comp2TextureId" desc="Component2: Texture id"></property> <property num="0x8a020301" type="Bool" name="Comp2AlignedWithMouseMoveDirection" desc="Component2: should be aligned with the mouse movement direction"></property> <property num="0x8a020302" type="Float32" name="Comp2Width" desc="Component2: zoom specific widths"></property> <property num="0x8a020303" type="Float32" name="Comp2Strength" desc="Component2: zoom specific brush strengths"></property> <property num="0x8a020304" type="Uint8" name="Comp2BaseTextureVal" desc="Component2: Base texture value (Raise/lower if value is more/less than this)"></property> <property num="0x8a020305" type="Uint32" name="Comp2OperationId" desc="Component2: Operation id"></property> <property num="0x8a020306" type="Uint32" name="Comp2DecalTextureId" desc="Component2: Decal texture id for paint brush"></property> <property num="0x8a020307" type="Float32" name="Comp2MaxDecalRotation" desc="Component2: Max rotation of decal texture (degrees)"></property> <property num="0x8a020308" type="Uint32" name="Comp2MaxPlacementsPerCell" desc="Component2: Max # of effects/decals placed in a cell during a scrubbing session"></property> <property num="0x8a020309" type="Uint32" name="Comp2IDOfEffectToPlace" desc="Component2: (group id, instance id) of the effect to place"></property> <property num="0x8a020400" type="Uint32" name="Comp3TextureId" desc="Component3: Texture id"></property> <property num="0x8a020401" type="Bool" name="Comp3AlignedWithMouseMoveDirection" desc="Component3: should be aligned with the mouse movement direction"></property> <property num="0x8a020402" type="Float32" name="Comp3Width" desc="Component3: zoom specific widths"></property> <property num="0x8a020403" type="Float32" name="Comp3Strength" desc="Component3: zoom specific brush strengths"></property> <property num="0x8a020404" type="Uint8" name="Comp3BaseTextureVal" desc="Component3: Base texture value (Raise/lower if value is more/less than this)"></property> <property num="0x8a020405" type="Uint32" name="Comp3OperationId" desc="Component3: Operation id"></property> <property num="0x8a020406" type="Uint32" name="Comp3DecalTextureId" desc="Component3: Decal texture id for paint brush"></property> <property num="0x8a020407" type="Float32" name="Comp3MaxDecalRotation" desc="Component3: Max rotation of decal texture (degrees)"></property> <property num="0x8a020408" type="Uint32" name="Comp3MaxPlacementsPerCell" desc="Component3: Max # of effects/decals placed in a cell during a scrubbing session"></property> <property num="0x8a020409" type="Uint32" name="Comp3IDOfEffectToPlace" desc="Component3: (group id, instance id) of the effect to place"></property> <property num="0x8a020500" type="Uint32" name="Comp4TextureId" desc="Component4: Texture id"></property> <property num="0x8a020501" type="Bool" name="Comp4AlignedWithMouseMoveDirection" desc="Component4: should be aligned with the mouse movement direction"></property> <property num="0x8a020502" type="Float32" name="Comp4Width" desc="Component4: zoom specific widths"></property> <property num="0x8a020503" type="Float32" name="Comp4Strength" desc="Component4: zoom specific brush strengths"></property> <property num="0x8a020504" type="Uint8" name="Comp4BaseTextureVal" desc="Component4: Base texture value (Raise/lower if value is more/less than this)"></property> <property num="0x8a020505" type="Uint32" name="Comp4OperationId" desc="Component4: Operation id"></property> <property num="0x8a020506" type="Uint32" name="Comp4DecalTextureId" desc="Component4: Decal texture id for paint brush"></property> <property num="0x8a020507" type="Float32" name="Comp4MaxDecalRotation" desc="Component4: Max rotation of decal texture (degrees)"></property> <property num="0x8a020508" type="Uint32" name="Comp4MaxPlacementsPerCell" desc="Component4: Max # of effects/decals placed in a cell during a scrubbing session"></property> <property num="0x8a020509" type="Uint32" name="Comp4IDOfEffectToPlace" desc="Component4: (group id, instance id) of the effect to place"></property> </group> <property num="0x8a020101" type="Float32" name="BrushCost" desc="Cost/application at different zoom levels"></property> <property num="0x8a020102" type="Float32" name="BrushWiggleAmount" desc="Cost/application at different zoom levels"></property> <property num="0x8a020103" type="Uint32" name="BrushActiveSound" desc="Sound Id"></property> <property num="0x8a020104" type="Uint32" name="BrushReleaseOneShot" desc="Sound Id"></property> <group name="OBSOLETE"> <property num="0x48cd7bb2" type="Float32" name="MountainBaseBrushHtFactor" desc="Factor determining the extent of height modification by mountain base brush" /> <property num="0x48cd7bb3" type="Float32" name="MountainRidgeBrushHtFactor" desc="Factor determining the extent of height modification by mountain ridge brush" /> <property num="0x89861863" type="Float32" name="VolcanoBrushAngleIncrement" desc="Angle (in degrees) by which volcano brush rotates between successive applications" /> </group> </group> <group name="Lighting"> <property num="0x29189beb" type="Float32" name="Texture floor" desc="Brightness floor for terrain textures"></property> <property num="0x29189bec" type="Bool" name="Use environment map" desc="Whether to use art-supplied environment map for lighting"></property> <property num="0x29189bed" type="Bool" name="Test environment map" desc="Use test environment map to determine orientation"></property> <property num="0x29189bee" type="Float32" name="Terrain shadow amount" desc="How much models are shadowed by the terrain"></property> <property num="0x29189bef" type="Bool" name="Test terrain shadowing" desc="Test model shadowing by terrain"></property> <property num="0x29189bf0" type="Float32" name="Daytime global color" desc="Global lighting value for day time -- everything gets multiplied by this."></property> <property num="0x09b6d6ae" type="Float32" name="Nighttime global color" desc="Global lighting value for night time -- everything gets multiplied by this."></property> <property num="0x29189bf1" type="Float32" name="Flora terrain shadow amount" desc="How much flora are shadowed by the terrain"></property> <property num="0x29189bf2" type="Float32" name="Model terrain shadow amount" desc="How much models (buildings) are shadowed by the terrain"></property> <property num="0x29189bf3" type="Float32" name="Automata terrain shadow amount" desc="How much automata are shadowed by the terrain"></property> <property num="0x29189bf4" type="Float32" name="Atmospheric scattering colour" desc="The colour the terrain gets tinted by in the distance"></property> <property num="0x29189bf5" type="Float32" name="Atmospheric scattering" desc="How much the terrain gets tinted"></property> <property num="0x29189bf6" type="Float32" name="LightingUpdateDelta" desc="The required change in brightness before the terrain gets updated"></property> <property num="0x29189bf7" type="Float32" name="NightThreshold" desc="The brightness below which night falls"></property> <property num="0x085489c8" type="Uint32" name="Shadow Texture ID" desc="ID of FSH texture to use for flora's shadow"></property> <property num="0x085489c9" type="Float32" name="Shadow offset" desc="Offset of shadow from object center"></property> <property num="0x085489ca" type="Float32" name="Shadow size" desc="Size of shadow"></property> <property num="0x085489cb" type="Float32" name="Shadow color" desc="Color of shadow"></property> <property num="0x085489cc" type="Float32" name="Shadow strength" desc="Strength of flora shadows"></property> <property num="0x085489cd" type="Float32" name="Shadow threshold" desc="Mask threshold of flora shadows"></property> <property num="0x085489ce" type="Float32" name="Sun direction" desc="Sun direction in degrees, clockwise from Z axis"></property> <property num="0x085489cf" type="Float32" name="Sun pitch" desc="Sun pitch in degrees, up from XZ plane"></property> <property num="0x085489d0" type="Float32" name="Hill shadow strength" desc="Strength of hill shadows"></property> <property num="0x085489d1" type="Float32" name="Hill shadow warp" desc="Can be used to bend shadows downwards (below 1) or upwards (above 1)"></property> <property num="0x085489d2" type="Float32" name="Hill shadow fade distance" desc="Depth below the hill shadow at which object shadows fade to nothingness"></property> </group> <group name="Budget Tuning"> <property num="0x6a9c7718" type="Sint64" name="Budget: Initial Funds" desc="Starting funds for a new city, by difficult level"></property> <property num="0x890e0a99" type="Float32" name="Budget: MaxTaxRate" desc="Maximum Tax Rate - something like maybe 25%"></property> <property num="0x090e0a9f" type="Sint64" name="Budget: MinAllowableFunds" desc="The minimum before you are bankrupt. Usually something like -100,000"></property> <property num="0x490e0aa6" type="Sint64" name="Budget: BondIncrement" desc="Bonds are issued in values that are of this increment"></property> <property num="0x090e0aac" type="Uint8" name="Budget: MaxBonds" desc="The maximum number of outstanding bonds that is allowed"></property> <property num="0x890e0ab4" type="Sint64" name="Budget: MaxBondAmount" desc="The maximum amount of outstanding bond debt that is allowed"></property> <property num="0x8a3fb98d" type="Float32" name="Budget: BondInterestRate" desc="Interest applied to principal once and added to total"></property> <property num="0x0a3fb9a8" type="Uint32" name="Budget: BondPaybackMonths" desc="Number of months to payback a bond"></property> <property num="0xa9188ef5" type="Float32" name="Budget: TaxRateOccWeight_R$" desc="Multiplier to tweak the relative weighting of the R$ occupant type's taxes"></property> <property num="0xe918c920" type="Float32" name="Budget: TaxRateOccWeight_R$$" desc="Multiplier to tweak the relative weighting of the R$$ occupant type's taxes"></property> <property num="0x4918c925" type="Float32" name="Budget: TaxRateOccWeight_R$$$" desc="Multiplier to tweak the relative weighting of the R$$$ occupant type's taxes"></property> <property num="0xa918c929" type="Float32" name="Budget: TaxRateOccWeight_Cs$" desc="Multiplier to tweak the relative weighting of the CS$ occupant type's taxes"></property> <property num="0x4918c92c" type="Float32" name="Budget: TaxRateOccWeight_Cs$$" desc="Multiplier to tweak the relative weighting of the CS$$ occupant type's taxes"></property> <property num="0x4918c930" type="Float32" name="Budget: TaxRateOccWeight_Cs$$$" desc="Multiplier to tweak the relative weighting of the CS$$$ occupant type's taxes"></property> <property num="0x8918c937" type="Float32" name="Budget: TaxRateOccWeight_Co$$" desc="Multiplier to tweak the relative weighting of the CO$$ occupant type's taxes"></property> <property num="0x4918c93a" type="Float32" name="Budget: TaxRateOccWeight_Co$$$" desc="Multiplier to tweak the relative weighting of the CO$$$ occupant type's taxes"></property> <property num="0x69a36e40" type="Float32" name="Budget: TaxRateOccWeight_IResource" desc="Multiplier to tweak the relative weighting of the IResource occupant type's taxes"></property> <property num="0xa918c942" type="Float32" name="Budget: TaxRateOccWeight_IDirty" desc="Multiplier to tweak the relative weighting of the IDirty occupant type's taxes"></property> <property num="0x8918c93e" type="Float32" name="Budget: TaxRateOccWeight_IManufacturing" desc="Multiplier to tweak the relative weighting of the IManufacturing occupant type's taxes"></property> <property num="0xa9a36e47" type="Float32" name="Budget: TaxRateOccWeight_IHighTech" desc="Multiplier to tweak the relative weighting of the IHighTech occupant type's taxes"></property> <property num="0x8a480df7" type="Float32" name="Budget: Waning Wealth Property Tax Multiplier" desc="Multiplier applied to a building tax value for each level of difference in wealth level"></property> <property num="0x4ac519b8" type="Float32" name="Budget: Land Value to Simoleans" desc="For each taxable square of the given land value, the number of Simoleans produced"></property> <property num="0xebff69e7" type="Float32" name="Budget: Difficulty Tax Multiplier" desc="Multiplier for tax revenue by difficulty type"></property> <property num="0x0c032488" type="Float32" name="Budget: Initial Tax Rate" desc="Starting tax rate for all developer types, indexed by difficulty type"></property> </group> <group name="UI Tuning"> <property num="0xe90f5de4" type="Uint32" name="IntelliScrollInnerRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins."></property> <property num="0xa90f5dec" type="Uint32" name="IntelliScrollOuterRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out."></property> <property num="0x4975dd20" type="Float32" name="ScrollingDeceleration" desc="Amount to decelerate scrolling speed per GZPaint tick. Use with ScrollingDecelerationIsPercentage."></property> <property num="0x4975dd25" type="Bool" name="ScrollingDecelerationIsPercentage" desc="True if ScrollingDeceleration should be the percentage (0.0-1.0) to decelerate per GZPaint tick. False if that amount should be the absolute amount to decrement the speed per tick."></property> <property num="0x49e5522f" type="Float32" name="AutoScrollSpeed" desc="Speed of scrolling when cursor hits screen edge."></property> <property num="0xa9e581fb" type="Float32" name="KeyboardScrollSpeed" desc="Speed of scrolling when arrow key is held down."></property> </group> <group name="Region UI Tuning"> <property num="0xca383ca2" type="Float32" name="ScrollingDeceleration" desc="Percent amount to decelerate scrolling speed per GZPaint tick."></property> <property num="0xca383ca3" type="Uint32" name="IntelliScrollOuterRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out."></property> <property num="0xca383ca4" type="Uint32" name="IntelliScrollInnerRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins."></property> <property num="0xca383ca5" type="Uint32" name="HullHorizontal" desc="Horizontal scroll hull edge in pixels."></property> <property num="0xca383ca6" type="Uint32" name="HullVertical" desc="Vertical scroll hull edge in pixels."></property> <property num="0xca383ca7" type="Float32" name="ScrollGradient" desc="# of pixels per speed increase (higher is slower)."></property> <property num="0xca383ca8" type="Uint32" name="WaterErosionIterations" desc="Auto gen region: water erosion steps."></property> <property num="0xca383ca9" type="Uint32" name="FlowStepsForWaterErosion" desc="Auto gen region: water erosion flow steps."></property> <property num="0xca383caa" type="Uint32" name="SmoothingStepsForWindErosion" desc="Auto gen region: wind erosion steps."></property> <property num="0xca383cab" type="Uint32" name="RegionUI: Grid color" desc="Color of regional grid, in 0xRRGGBB form."></property> <property num="0xca383cac" type="Uint32" name="RegionUI: Highlight" desc="Color of regional highlight, in 0xRRGGBB form."></property> <property num="0xca383cad" type="Uint8" name="RegionUI: Plains map level" desc="Height map fill value for new cities in plains regions (0-255)."></property> <property num="0xca383cae" type="Uint8" name="RegionUI: Water map level" desc="Height map fill value for new cities in water regions (0-255)."></property> <property num="0xca383cb1" type="Uint8" name="RegionUI: Cloud opacity range" desc="Range of opacity values for clouds (min,max; 0-255)."></property> </group> <group name="City Obliteration Tuning"> <property num="0x6a5a6700" type="Uint32" name="Obliterate_ClusterWindowWidth" desc="Width in cells of each demolition cluster window"></property> <property num="0x6a5a6701" type="Float32" name="Obliterate_NumClustersVsTime" desc="Cumulative number of clusters to demolish as a function of time (secs)"></property> <property num="0x6a5a6702" type="Float32" name="Obliterate_SmokeScreenFormationTime" desc="Time (secs) between the creation of Finale effect and our last big wipe-out sweep of the ciry"></property> </group> <group name="Automata Tuning"> <property num="0x696e88db" type="Uint8" name="Zone Filter" desc="Zone types compatible with automaton (none == can appear in any zone)"></property> <property num="0x296e88e9" type="Uint8" name="Wealth Filter" desc="Zone wealth values compatible with automaton (none == can appear around any wealth)"></property> <property num="0x496e88f1" type="Uint8" name="Zone Purpose Filter" desc="Zone purpose types compatible with automaton (none == can appear around any purpose)"></property> <property num="0xc973c9aa" type="Uint8" name="Layer Filter" desc="Which automata layers this model can appear in"></property> <property num="0x09c80416" type="Uint32" name="Model Resource Key" desc="Model type, group, and instance ID"></property> <property num="0x09c80417" type="Uint32" name="Auxiliary Model 1 Key (headlights)" desc="Type/Group/Instance ID for headlight/taillight model"></property> <property num="0xc9e69af6" type="Uint32" name="Auxiliary Model 2 Key" desc="Type/Group/Instance for additional model (e.g. flashing lights on emerg. vehicles)"></property> <property num="0xec214180" type="Uint32" name="Auxiliary Model 3 Key" desc="Type/Group/Instance for additional model"></property> <property num="0xcc21420d" type="Uint32" name="Auto-load Auxiliary Models" desc="Index (1,2,3,etc.) of auxiliary model to load automatically on Init"></property> <property num="0xaa5a9633" type="Bool" name="Ignore Lighting" desc="Automaton should not be lit by the lighting manager"></property> <property num="0x2a62d9f3" type="Uint32" name="Crime Type" desc="Crime sims only - which crime type this model represents"></property> <property num="0xea958845" type="Uint8" name="Anim Loop Count Range" desc="For static (one-shot) sims: How many times automaton will loop through its animation before fading out"></property> <property num="0x4b733e12" type="String" name="Automaton Display Name" desc="Player-visible name of this automaton during query"></property> <property num="0xcbbba52f" type="Uint32" name="Sound Bank ID" desc="Refers to an .abk file with player-drive sounds"></property> <property num="0x8bbd735e" type="Bool" name="Conditional Automaton" desc="If true, automaton will be ghosted in the earned vehicle catalog view until an advisor condition is satisfied"></property> <property num="0xebfc5e26" type="Uint32" name="My Sim Wealth Level" desc="0 = $, 1 = $$, 2 = $$$"></property> <property num="0xebfc5e5e" type="Uint32" name="My Sim Icon Image" desc="Resource ID of the icon to be used in the choose vehicle dialog"></property> <property num="0xebfc5fba" type="Sint32" name="My Sim Sort Order" desc="Relative sort ordering in the catalog"></property> <property num="0x2c0c922e" type="Uint32" name="MySim Walk Gender" desc="Male=0, Female=1, used by MySim ped chooser"></property> <property num="0xec15654a" type="Float32" name="Mayor Limo Money Properties" desc="Cost per second, desirability radius meters, desirability magnitude"></property> <property num="0x2c23a3a1" type="Uint32" name="Final Group Id" desc="Automata group ID which controls the creation and driving properties for this automaton"></property> <property num="0xac2bc81c" type="Uint32" name="Shadow Model Key" desc="Model type, group, and instance for shadow model"></property> </group> <group name="Construction Tuning Exemplar"> <property num="0x8989ec22" type="Float32" name="Segment Height" desc="Height of one growth level"></property> <property num="0x8989ec23" type="Float32" name="Post Width" desc="Width of corner posts"></property> <property num="0x8989ec24" type="Float32" name="Scaffold Gap" desc="Gap between scaffold and building"></property> <property num="0x8989ec25" type="Float32" name="Plank Width" desc="Width of the planks that run around the top of the scaffold"></property> <property num="0x8989ec26" type="Float32" name="Plank Texture Scale" desc="How large the plank texture is, in meters"></property> <property num="0x8989ec27" type="Float32" name="Scaffold Texture Scale" desc="How large the scaffold texture is, in meters"></property> <property num="0x8989ec28" type="Float32" name="Girders Texture Scale" desc="How large the top girders texture is, in meters"></property> <property num="0x8989ec29" type="Float32" name="Scaffold Growth Rate" desc="How fast scaffolding goes up in meters per day"></property> <property num="0x8989ec2a" type="Float32" name="Scaffold Removal Rate" desc="How fast scaffolding is removed in meters per day"></property> <property num="0x8989ec2b" type="Float32" name="Crane Post Width" desc="Width of the post that holds up the crane model"></property> <property num="0x8989ec2c" type="Float32" name="Crane Post Gap" desc="Size of gap between the crane post and the scaffold"></property> <property num="0x8989ec2d" type="Float32" name="Crane Height Above Scaffold" desc="How far above the scaffold to place the bottom of the crane"></property> <property num="0x8989ec2e" type="Float32" name="Crane Rotation Time" desc="Milliseconds to complete one full rotation"></property> </group> <group name="Automata Tuning Exemplar"> <property num="0x4998c89c" type="Float32" name="Vehicle Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for vehicle density"></property> <property num="0x4998c901" type="Float32" name="Ped Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for ped (sim) density"></property> <property num="0x4a511873" type="Float32" name="Bus Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for bus density"></property> <property num="0x0a51188a" type="Float32" name="Freight Train Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for freight train density"></property> <property num="0x2a511893" type="Float32" name="Commute Train Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for commute train density"></property> <property num="0xca51189a" type="Float32" name="Freight Truck Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for freight truck density"></property> <property num="0x4998c89e" type="Float32" name="Max Vehicles Per Second" desc="Max number of vehicles to cross a tile per second"></property> <property num="0x4998c903" type="Float32" name="Max Peds Per Second" desc="Max number of peds to cross a tile per second"></property> <property num="0x8a511dd1" type="Float32" name="Max Buses Per Second" desc="Max number of buses to cross a tile per second"></property> <property num="0xea511de0" type="Float32" name="Max Freight Trains Per Second" desc="Max number of freight trains to cross a tile per second"></property> <property num="0xca511de6" type="Float32" name="Max Commute Trains Per Second" desc="Max number of commute trains to cross a tile per second"></property> <property num="0xca511df2" type="Float32" name="Max Freight Trucks Per Second" desc="Max number of freight trucks to cross a tile per second"></property> <property num="0x4998c89f" type="Uint32" name="Max Vehicles" desc="Maximum number of vehicles at one time"></property> <property num="0x4998c900" type="Uint32" name="Vehicle Min/Max KPH" desc="Minimum and maximum DEFAULT speed for vehicles, in kilometers per hour"></property> <property num="0x4998c904" type="Uint32" name="Max Peds" desc="Maximum number of pedestrianss at one time"></property> <property num="0x4998c905" type="Uint32" name="Ped Min/Max KPH" desc="Minimum and maximum DEFAULT speed for pedestrians, in kilometers per hour"></property> <property num="0x4998c908" type="Uint32" name="Max Aircraft" desc="Maximum number of aircraft at one time"></property> <property num="0x4998c90b" type="Uint32" name="Max Watercraft" desc="Maximum number of watercraft at one time"></property> <property num="0x4998c90c" type="Float32" name="Commute clock" desc="Maps time of day on 24-hour clock to a percentage of commute automata generated (0.0 - 1.0)"></property> <property num="0x4998c90d" type="Float32" name="Bus clock" desc="Maps time of day on 24-hour clock to a percentage of bus automata generated (0.0 - 1.0)"></property> <property num="0x4998c90e" type="Float32" name="Freight train clock" desc="Maps time of day on 24-hour clock to a percentage of freight train automata generated (0.0 - 1.0)"></property> <property num="0x4998c90f" type="Float32" name="Commute train clock" desc="Maps time of day on 24-hour clock to a percentage of commute train automata generated (0.0 - 1.0)"></property> <property num="0x4998c910" type="Float32" name="Occupant trip clock" desc="Maps time of day on 24-hour clock to a percentage of occupant trip automata generated (0.0 - 1.0)"></property> <property num="0x4998c911" type="Float32" name="Freight truck clock" desc="Maps time of day on 24-hour clock to a percentage of freight truck automata generated (0.0 - 1.0)"></property> <property num="0x4998c912" type="Float32" name="Stop Sign Delay" desc="How long in seconds an automaton will pause at a stop sign"></property> <property num="0x4998c913" type="Float32" name="Street Go Time" desc="How long in seconds traffic coming from secondary streets gets the green light"></property> <property num="0x4998c914" type="Float32" name="Road Go Time" desc="How long in seconds traffic coming from main roads gets the green light"></property> <property num="0x4998c915" type="Float32" name="Avenue Go Time" desc="How long in seconds traffic coming from avenues/boulevards gets the green light"></property> <property num="0x4998c916" type="Float32" name="Fade Time" desc="How long in seconds it takes automata to fade in or out"></property> <property num="0x4998c918" type="Uint8" name="Vehicle Min Zoom Visibility" desc="Lowest zoom level at which vehicles are visible"></property> <property num="0x4998c919" type="Uint8" name="Pedestrian Min Zoom Visibility" desc="Lowest zoom level at which pedestrians are visible"></property> <property num="0x4998c91a" type="Uint8" name="Aircraft Min Zoom Visibility" desc="Lowest zoom level at which aircraft are visible"></property> <property num="0x4998c91b" type="Uint8" name="Watercraft Min Zoom Visibility" desc="Lowest zoom level at which watercraft are visible"></property> <property num="0x4998c91c" type="Bool" name="Use 24-hour clock" desc="Automata should base traffic levels on 24-hour clock"></property> <property num="0x4998c89d" type="Uint8" name="Active Travel Types" desc="Which travel types are currently visible and simulated by the automata system"></property> <property num="0x4998c902" type="Uint8" name="Vehicle Lifespan Range" desc="Number of cells that occupant-trip vehicles should travel before disappearing"></property> <property num="0x4998c909" type="Uint8" name="Ped Lifespan Range" desc="Number of cells that occupant-trip pedestrians should travel before disappearing"></property> <property num="0x4998c90a" type="Float32" name="Occupant Trip Noise Range" desc="Range for random value used to dampen occupancy values when generating occupant trips"></property> <property num="0x4998c91d" type="Uint8" name="Occupant Trip Population Radius" desc="How many cells around a road tile the system will check population for occupant trips"></property> <property num="0x89aec88b" type="Float32" name="Emergency Vehicle Idle Time" desc="How long in seconds an emergency vehicle will remain idle when repathing or handling event"></property> <property num="0x89aec88c" type="Uint8" name="Emergency Vehicle Max Cell Distance" desc="Max distance in cells an emergency vehicle can stop from its dispatch destination"></property> <property num="0x89aec88d" type="Uint8" name="Emergency Vehicle Repath Attempts" desc="How many times an emergency vehicle will try to repath to its destination"></property> <property num="0x89aec88e" type="Uint32" name="Emergency Vehicle KPH" desc="Default speed for emergency vehicles, in kilometers per hour"></property> <property num="0xa9af1e54" type="Uint8" name="Occupant Trip Zone Filter" desc="Which zone types will generate occupant trips"></property> <property num="0xa9af1e55" type="Uint8" name="Occupant Trip Purpose Filter" desc="Which zone purpose types will generate occupant trips"></property> <property num="0x49be9565" type="Bool" name="Drive on Right" desc="DEBUG ONLY - Sims drive on the right side of the road, like proper Americans"></property> <property num="0xc9c18eae" type="Float32" name="Moving Van Frequency" desc="How often (0.0-1.0) a moving van will be created in response to a new residence"></property> <property num="0xa9d6cc17" type="Float32" name="Fire Crew Offsets" desc="Offsets (in meters) of fire team from center of engine and director from front of engine"></property> <property num="0xa9d6cc18" type="Float32" name="Fire Crew Competence Pct" desc="Min Percentage (0.0-1.0) of fire team efficiency that will give the super, normal, and incompetent animations"></property> <property num="0xc9da95d4" type="Float32" name="Attraction Threshold" desc="Magnitude of a repulsor or attractor at which peds will break their paths to get away from or closer to it"></property> <property num="0x29dd40c1" type="Float32" name="Path Offset Range for Peds" desc="Minimum (left side) and maximum (right side) range of offset from paths for pedestrians"></property> <property num="0x29dd40c2" type="Float32" name="Path Offset Range for Vehicles" desc="Minimum (left side) and maximum (right side) range of offset from paths for vehicles"></property> <property num="0xc9ee640a" type="Float32" name="Grade max angle" desc="Maximum angle (in degrees) of network grade that will change the speed of a vehicle"></property> <property num="0xc9ee640b" type="Float32" name="Grade speed multiplier" desc="Percentage that will be added to/subtracted from a vehicle's speed when driving up/down a grade at max angle"></property> <property num="0xc9ee640c" type="Float32" name="Fire Crew Max Stream Dist" desc="Max distance between fire and crew for the crew to aim its water stream at it"></property> <property num="0xc9ee640d" type="Uint8" name="Emergency Vehicle Clear Radius" desc="Number of tiles around emergency vehicles on which traffic will be removed"></property> <property num="0x6a09f62f" type="Float32" name="Crime Sim multiplier" desc="Percentage (0.0-1.0) of actual crimes in a cell that will generate a corresponding crime sim"></property> <property num="0x6a09f630" type="Uint8" name="Sim Prop anim range" desc="Min and Max number of times a one-shot sim will loop through its animation before fading out"></property> <property num="0x6a09f631" type="Float32" name="Crime layer clock" desc="Maps time of day on 24-hour clock to a percentage of crime props generated (0.0 - 1.0)"></property> <property num="0xea441c97" type="Uint8" name="Freight Train Length" desc="Min/max length in cars, including engine, of freight trains"></property> <property num="0x8a441c9c" type="Uint8" name="Commute Train Length" desc="Min/max length in cars, including engine, of commuter trains"></property> <property num="0x6a440d40" type="Uint32" name="Train Min/Max KPH" desc="Min/max speed of trains in kilometers per hour"></property> <property num="0x8a4efa75" type="Float32" name="Vehicle Skid" desc="Percentage (0.0 - 1.0) of skid that will be applied to vehicle turns. 0 = clamp to paths"></property> <property num="0x2a511cbc" type="Float32" name="Curve speed multiplier" desc="Multiplied by a vehicle's default speed when it goes around a curve"></property> <property num="0x0a53fd32" type="Uint32" name="Sims Per Train Car" desc="How many trips are satisfied by each train car. Determines train length."></property> <property num="0xca5545ea" type="Uint32" name="Vehicle Blur Speed KPH" desc="Speed in KPH at which vehicles will draw motion blur effect."></property> <property num="0x6b42922c" type="Float32" name="Simulation Speed multiplier" desc="Multiplier for automata speed when sim is in slow, medium, fast, and player-drive mode. 1.0 = default speed"></property> <property num="0x4bae8fe0" type="Float32" name="Speed Multiplier by Network" desc="Multiply by default speed on road, rail, highway, street, pipe, powerline, avenue, subway, light rail, monorail, 1-way road, dirt road, ground highway"></property> <property num="0x4bae8fe1" type="Float32" name="Lane Switch Cost" desc="Cost to add per vehicle when deciding whether to switch lanes to pass slower-moving vehicles"></property> <property num="0x4bae8fe2" type="Float32" name="Lane Switch Max Distance" desc="Max distance in meters that a vehicle will switch lanes on a multi-lane network"></property> <property num="0xebfb4a0a" type="Uint8" name="Max CSIs" desc="Maximum number of city-situation-indicators that will be visible"></property> <property num="0xcc101142" type="Float32" name="Playerdrive Vehicles Per Second" desc="Desired # of vehicles per second that will be generated on roads during player-drive"></property> <property num="0x6c200139" type="Uint32" name="Playerdrive Vehicle Max Count" desc="Desired maximum # of vehicles in the world during player-drive"></property> <property num="0x8c3e8185" type="Uint32" name="Travellers per bus" desc="How many travellers it takes to yield a bus automata"></property> <property num="0xcba5895b" type="Float32" name="Spawn/Recall for Streets" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property> <property num="0xcba5895c" type="Float32" name="Spawn/Recall for Roads" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property> <property num="0xcba5895d" type="Float32" name="Spawn/Recall for Avenues" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property> <property num="0xcba5895e" type="Float32" name="Spawn/Recall for Highway" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property> <property num="0xcba5895f" type="Float32" name="Spawn/Recall for Rail" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property> <property num="0xcba58a5b" type="Float32" name="Congestion to CPS for Streets" desc="Response curve of congestion vs. expected automata per second on a tile"></property> <property num="0xcba58a5c" type="Float32" name="Congestion to CPS for Roads" desc="Response curve of congestion vs. expected automata per second on a tile"></property> <property num="0xcba58a5d" type="Float32" name="Congestion to CPS for Avenues" desc="Response curve of congestion vs. expected automata per second on a tile"></property> <property num="0xcba58a5e" type="Float32" name="Congestion to CPS for Highway" desc="Response curve of congestion vs. expected automata per second on a tile"></property> <property num="0xcba58a5f" type="Float32" name="Congestion to CPS for Rail" desc="Response curve of congestion vs. expected automata per second on a tile"></property> </group> <group name="Disaster"> <group name="Earthquake"> <property num="0x4a08c500" type="Float32" name="QuakeBrushStrengthAtEpicenterVsQuakeIntensity" desc="Brush strength multiplier at epicenter vs. quake intensity"></property> <property num="0x4a08c501" type="Float32" name="QuakeBrushWidthAtEpicenterVsQuakeIntensity" desc="Brush width multiplier at epicenter vs. quake intensity"></property> <property num="0x4a08c502" type="Float32" name="QuakeBrushStrengthVsDistance" desc="Variation of brush strength with distance from epicenter"></property> <property num="0x4a08c503" type="Float32" name="QuakeBrushWidthVsDistance" desc="Variation of brush width with distance from epicenter"></property> <property num="0x4a08c504" type="Float32" name="QuakeDistBetweenEffects" desc="Distance in meters, specifying how far apart we place effects"></property> <property num="0x4a08c505" type="Float32" name="QuakeFaultLineCurviness" desc="Max deviation from a straight fault line"></property> <property num="0x4a08c506" type="Float32" name="QuakeMaxFaultLineSlopeVariation" desc="Max variation (degrees) in the slope of fault line"></property> <property num="0x4a08c507" type="Float32" name="QuakeBrushTravelSpeed" desc="Speed (meters/sec) with which earthquake brush moves"></property> <property num="0x4a08c508" type="Uint32" name="QuakeMicroSecsBetweenShakeEffects" desc="Microsecs between shake effects"></property> <property num="0x4a08c509" type="Float32" name="QuakeDistBetweenAutomataRepulsors" desc="Distance in meters, specifying how far apart we place automata repulsors"></property> </group> <group name="Volcano"> <property num="0xea4bc6e4" type="Float32" name="VolcanoLavaCurveProductionRate" desc="Production Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])"></property> <property num="0x4a4bc714" type="Float32" name="VolcanoLavaCurveSolidifcationRate" desc="Solidification Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])"></property> <property num="0xaa4bc72a" type="Float32" name="VolcanoLavaScaleIntensityOfProduction" desc="Multiplying Factor to the Response curve so response curve shape preserves"></property> <property num="0x0a4bc742" type="Float32" name="VolcanoLavaTotalLavaTimeInSecs" desc="Time In Seconds until lava flowing and solidification continues"></property> <property num="0x0a4bc752" type="Uint32" name="VolcanoLavaOrificeRadius" desc="Orifice Size of Lava Flow in Metres"></property> <property num="0x6a4bc8ed" type="Bool" name="VolcanoLavaShouldLavaFlow" desc="To Allow the flow of lava flow"></property> </group> <group name="Pipe-Burst"> <property num="0x4a08c600" type="Float32" name="PipeBurstMinLeakTimeBeforeBurst" desc="Min time (secs) from onset of leak until burst happens"></property> <property num="0x4a08c601" type="Float32" name="PipeBurstMaxLeakTimeBeforeBurst" desc="Max time (secs) from onset of leak until burst happens"></property> </group> <group name="Riot"> <property num="0xea400620" type="Uint32" name="Riot, NumStages" desc="Total number of stages"></property> <property num="0xea400621" type="Uint32" name="Riot, SecondsBetweenStages" desc="Number of seconds per stage"></property> <property num="0xea400622" type="Uint32" name="Riot, Controller2Stage" desc="Stage at which second controller gets added"></property> <property num="0xea400623" type="Uint32" name="Riot, SpawnArray" desc="Array of number of new leaders to spawn at each stage"></property> <property num="0xea400624" type="Float32" name="Riot, Protection-vs-Suppression" desc="Maps Police Protection value (0-255) to Riot Suppression( 0=none, 1=riot progression halted, 2+=riot regresses"></property> <property num="0xcadb6b3e" type="Uint32" name="Riot, MaxInstances" desc="Maximum number of simultaneous riot instances"></property> <property num="0x2adb6b6d" type="Uint32" name="Riot, MaxLeaders" desc="Maximum number of riot leaders created per instance"></property> </group> <group name="Disaster Creation Parameters"> <property num="0x4a08c700" type="String" name="Effect Name" desc="Specifies base name of disaster effect"></property> <property num="0x4a08c701" type="Uint32" name="Manager ID" desc="Specifies the id of the disaster manager to use"></property> <property num="0x4a08c702" type="Bool" name="StopPickAtWaterSurface" desc="Mouse pick for disaster trigger should choose water surface instead of terrain bed underneath"></property> <property num="0xca821b8c" type="Uint8" name="Go To Zoom Level" desc="Specifies the camera zoom level to use on disaster go to"></property> </group> <property num="0xa9b6ecd3" type="Uint32" name="Stage Time" desc="Ticks to next fire stage by stage"></property> <property num="0xa9b6ecd4" type="Uint32" name="Spread Time" desc="Ticks between spread attempts per stage"></property> <property num="0xa9b6ecd5" type="Uint32" name="Spread Radius" desc="In meters beyond occupant/lot boundaries"></property> <property num="0xa9b6ecd6" type="Float32" name="Wind Scalar" desc="Wind effect on spread direction is directly scaled by this"></property> <property num="0xa9b6ecd7" type="Float32" name="Fires / Area (Top)" desc="Number of top fires per unit area"></property> <property num="0xa9b6ecd8" type="Float32" name="Fires / Area (Side)" desc="Number of side fires per unit area"></property> <property num="0xa9b6ecd9" type="Float32" name="Extinguish Rate vs. Protection" desc="The rate at which a fire declines as a function of protection"></property> <property num="0xa9b6ecda" type="Float32" name="Percent FireStart vs. Flammability" desc="Maps Flammability(0-255) to percent chance(0-100) of fire starting when ignited"></property> </group> <group name="Miscellanious Occupant"> <property num="0xaa1dd396" type="Uint32" name="OccupantGroups" desc="List of groups this occupant belongs to."></property> </group> <group name="Network Lot"> <property num="0xaa120972" type="Float32" name="NetworkLotConfigPropertyMaxSlopeAllowed" desc="The Max slope this lot will develop on"></property> <property num="0xaa120973" type="Float32" name="NetworkLotConfigPropertyMinSlopeAllowed" desc="The Min slope this lot will develop on"></property> <property num="0xc9a5a1be" type="Uint32" name="kPropertyID_LotConfigNetworkTileId" desc="kPropertyID_LotConfigNetworkTileId"></property> <property num="0x49d55951" type="Uint8" name="kPropertyID_NetworkPlacementPattern" desc="kPropertyID_NetworkPlacementPattern"></property> <property num="0xec3bd470" type="Uint8" name="kPropertyID_RotationsAllowed" desc="kPropertyID_RotationsAllowed"></property> <property num="0xcc3e4755" type="Uint8" name="kPropertyID_FlipsAllowed" desc="kPropertyID_FlipsAllowed"></property> </group> <group name="Data View"> <property num="0x4a0b47e0" type="Uint32" name="DataView: Type filter" desc="Occupant types to include or exclude (0=unused)."></property> <property num="0x4a0b47e1" type="Bool" name="DataView: Invert filter" desc="If true, the occupant filter is exclusive rather than inclusive."></property> <property num="0x4a0b47e2" type="Bool" name="DataView: Hide zones" desc="If true, zoning decals are hidden."></property> <property num="0x4a0b47e3" type="Uint32" name="DataView: View level" desc="Specifies a surface or underground view to use."></property> <property num="0x4a0b47e4" type="Uint32" name="DataView: Color ramp" desc="Color progression to use for data."></property> <property num="0x4a0b47e5" type="Uint32" name="DataView: Data source" desc="Data overlay to display."></property> <property num="0x4a0b47e6" type="Uint8" name="DataView: Zone opacity" desc="Override value for undeveloped zone opacity (0-255)."></property> <property num="0x4a0b47e7" type="Bool" name="DataView: Interpolate data" desc="If true, data map is interpolated to city cell resolution."></property> <property num="0x4a0b47e8" type="Uint32" name="DataView: Quantize lots" desc="Force data to be uniform over lots, possibly of a specific type."></property> <property num="0x4a0b47e9" type="Uint32" name="DataView: Highlight mode" desc="Selects building types for coverage rings and highlights."></property> <property num="0x4a0b47ea" type="String" name="DataView: Coverage effect" desc="Specifies visual effect for coverage rings."></property> <property num="0x4a0b47eb" type="Uint32" name="DataView: Custom view" desc="Specifies a CLSID of special code to create a custom view."></property> <property num="0x4a0b47ec" type="Uint32" name="DataView: Maximum scale" desc="Specifies a scaling factor for 16-bit maps."></property> <property num="0x4a0b47ed" type="Uint32" name="DataView: Demand type" desc="Specifies a layer subtype for development layers (R$, CO$$, etc.)"></property> <property num="0x4a0b47ee" type="Uint32" name="DataView: Coverage circle color" desc="Enables coverage circles for current highlight type with given color (0xRRGGBB, HTML-style)."></property> <property num="0x4a0b47ef" type="Uint32" name="DataView: Highlight color" desc="Shows highlighted buildings on 2D map with given color (0xAARRGGBB)."></property> <property num="0x4a0b47f0" type="Bool" name="DataView: Force zones" desc="If true, developed lots will show up as plain zone coloring."></property> <property num="0x4a0b47f1" type="Uint8" name="DataView: Network vislevel" desc="Sets which networks are visible."></property> <property num="0x4a0b47f2" type="Uint32" name="DataView: Legends Color" desc="Set Color for legend on Data view"></property> <property num="0x4a0b47f3" type="Uint32" name="DataView: Legends GUIDS" desc="GUID for ledgend Text GroupID, GUID"></property> <property num="0x4a0b47f4" type="Uint32" name="DataView: Legends Header" desc="Selects building types for coverage rings and highlights."></property> <property num="0x4a0b47f5" type="Bool" name="DataView: Show zone map" desc="Displays zone coloring in the 2D map."></property> <property num="0x6b7c5cdd" type="Uint32" name="DataView: Travel Types" desc="List of travel types"></property> </group> <group name="Regional Transport Map"> <property num="0xab9ec143" type="Uint32" name="DV/RegionalTransport: Color table" desc="Color table for regional transport map: street, rail, road, 1way road, avenue, monorail, elrail, highway, elhighway, airport, seaport, park, rail station, default zone."></property> </group> <group name="MiniMap"> <property num="0xea3573af" type="Uint32" name="MiniMap: Terrain ramp" desc="Color progression to use for terrain."></property> <property num="0x6b733233" type="Uint32" name="MiniMap: Water ramp" desc="Color progression to use for water."></property> </group> <group name="Model Highlight"> <property num="0xea639fb1" type="Float32" name="No highlight" desc="-"></property> <property num="0xea639fb2" type="Float32" name="General OK" desc="-"></property> <property num="0xea639fb3" type="Float32" name="General Not OK" desc="-"></property> <property num="0xea639fb4" type="Float32" name="Create OK" desc="-"></property> <property num="0xea639fb5" type="Float32" name="Create Not OK" desc="-"></property> <property num="0xea639fb6" type="Float32" name="Destroy OK" desc="-"></property> <property num="0xea639fb7" type="Float32" name="Destroy Not OK" desc="-"></property> <property num="0xea639fb8" type="Float32" name="Query OK" desc="-"></property> <property num="0xea639fb9" type="Float32" name="Query Not OK" desc="-"></property> </group> <group name="Graphs"> <property num="0xaa4c0d1b" type="Uint32" name="Graph type" desc="Type of the graph to be shown (line, bar, etc.)"></property> <property num="0xea4aedc6" type="Float32" name="Graph minimum Y value" desc="Overrides the automatic minimum Y value."></property> <property num="0x6a4aeded" type="Float32" name="Graph maximum Y value" desc="Overrides the automatic maximum Y value."></property> <property num="0x6a4aedef" type="Float32" name="Graph Y tick spacing" desc="Overrides the automatic Y tick spacing."></property> <property num="0x6a4aee40" type="Uint32" name="Graph Plot data source 1" desc="Array of GUIDs, one per plot, each representing a data source."></property> <property num="0x6a4aee5f" type="Uint32" name="Graph Plot data source 2" desc="(Line only) Array of GUIDs, one per plot, each representing a data source."></property> <property num="0x6a4aee68" type="Uint32" name="Graph Plot combine op" desc="(Line only) Array of ints, one per plot, each representing how data sources 1 and 2 are combined (none, +, -, *, /)."></property> <property num="0x6a4aeedc" type="Uint32" name="Graph Plot label key" desc="Array of ints, one per plot, each representing a localized string key for the label."></property> <property num="0x6a4aeedf" type="Uint8" name="Graph Plot color" desc="Array of RGB triplets, 3 integers per plot, each representing a line color."></property> <property num="0x6a4aeee2" type="Float32" name="Graph Plot scale" desc="Array of floats, one per plot, which scales the plot by that amount."></property> <property num="0x6a4aeee3" type="Uint32" name="Graph Plot series" desc="(Bar only) Array of ints, one per plot, each representing which series that plot should be in."></property> <property num="0x6a4aeee4" type="Uint8" name="Graph Plot series fill color" desc="(Bar only) Array of RGB triplets, 3 integers per series, each representing a fill color for a whole series."></property> <property num="0x6a4aeee5" type="Uint8" name="Graph Plot series line color" desc="(Bar only) Array of RGB triplets, 3 integers per series, each representing a outline color a whole series."></property> </group> <group name="Trend Bar"> <property num="0x6a6564f4" type="Uint32" name="Trend Bar: Data Source" desc="History data source for this trend bar"></property> <property num="0x6a6564f6" type="Float32" name="Trend Bar: Response Curve" desc="Converts from input data source range to {0,1}"></property> </group> <group name="Audio Tuning"> <property num="0xca359f17" type="Float32" name="Audio:ZoomDistances" desc="Distance above ground or sea for microphone position"></property> <property num="0x6a359f22" type="Float32" name="Audio:ZoomDistanceTweaks" desc="Tweak values to nudge each delta"></property> <property num="0xea4a7c55" type="Float32" name="Audio:ZoomDistanceCameraPull" desc="Amount of horz dist to camera to pull to camera"></property> <property num="0x2a35a25f" type="Float32" name="Audio:ZoomScaleFactor" desc="Scale factor for all zoom levels"></property> <property num="0x2a36e3cb" type="Float32" name="Audio:ListenerRolloffFactor" desc="How fast sounds rolloff with distance"></property> <property num="0x0a36f410" type="Float32" name="Audio:AmbienceAttentionSpanRadii" desc="Radii for attention per zoom"></property> <property num="0x2aa40ccc" type="Float32" name="Audio:ListenerGranularity" desc="Values per zoom controlling update garnularity in meters"></property> <property num="0x2a3ff8cd" type="Uint32" name="Audio:AmbienceExemplarIds" desc="Array of exemplars to load"></property> <property num="0x6a946a50" type="Float32" name="Audio:VolumeLimitingCurve" desc="Volume limiting curve"></property> <property num="0x0a946a57" type="Uint32" name="Audio:Max Playing One-Shots" desc="Max playing one-shots"></property> <property num="0xaabaa0d3" type="Uint32" name="Audio:Max Concurrent One-Shots" desc="Max concurrent playing one-shots"></property> <property num="0x4a946a5d" type="Uint32" name="Audio:Max Playing Sounds" desc="Max playing sounds"></property> <property num="0xea3fbdd7" type="Uint32" name="Audio:FreshScoreKey" desc="Freshness score key without the class id"></property> <property num="0x6a3fbdda" type="Uint32" name="Audio:LoopId" desc="Ambient loop id"></property> <property num="0x0a25896b" type="Uint8" name="Audio:ZoomScoreEnable" desc="Bitfield describing which zoom levels score is active for"></property> <property num="0xaa3fbdde" type="Uint8" name="Audio:ZoomLoopEnable" desc="Bitfield describing which zoom levels loop is active for"></property> <property num="0x2a3fbde1" type="Uint32" name="Audio:ANDFilters" desc="Filter GUIDs that MUST be satisfied"></property> <property num="0x0a410ba0" type="Uint32" name="Audio:ORFilters" desc="Filter GUIDs any of which must be satisfied"></property> <property num="0x2a3fbde5" type="Uint32" name="Audio:NOTFilters" desc="Filter GUIDs that must NOT be satisfied"></property> <property num="0xea3fc42a" type="Uint32" name="Audio:LoopVolume" desc="Loop Volume"></property> <property num="0xaa3fc48e" type="Uint32" name="Audio:FreshVolume" desc="Freshness Volume"></property> <property num="0x6a3fc4c7" type="Uint32" name="Audio:FreshSPL" desc="Sound Pressure Level"></property> <property num="0x8a552758" type="Uint32" name="Audio:LayerPositionMode" desc="Layer Position Mode"></property> <property num="0x8a70b1a2" type="Uint32" name="Audio:LayerDensityMode" desc="Layer Density Mode"></property> <property num="0x8a3fc5dd" type="Float32" name="Audio:LayerWeight" desc="Priority scalar"></property> <property num="0xca4132e9" type="Float32" name="Audio:Density2FreshPlayCurve" desc="Density to freshness play percentage curve"></property> <property num="0x6a4132f3" type="Float32" name="Audio:Density2FreshVolumeCurve" desc="Density to freshness volume curve"></property> <property num="0x6a4132f6" type="Float32" name="Audio:Density2LoopVolumeCurve" desc="Density to loop volume curve"></property> <property num="0x0a4168e1" type="Float32" name="Audio:(Occupant)GroupRadius" desc="Size of glob for grouping single layer, or occupant"></property> <property num="0x0a56212a" type="Float32" name="Audio:CellGroupRadius" desc="Size of glob for grouping cells"></property> <property num="0x2a9590de" type="Float32" name="Audio:VolumeAttackLimit" desc="Max amount of full volume to change up per second"></property> <property num="0x0a9599bf" type="Float32" name="Audio:VolumeDecayLimit" desc="Max amount of full volume to change down per second"></property> <property num="0x8aa039b7" type="Uint32" name="Audio:LayerPositionSmoothDelta" desc="Layer position smoothing delta limit"></property> <property num="0x4aa03db1" type="Uint32" name="Audio:LayerVolumeSmoothDelta" desc="Layer volume smoothing delta limit"></property> <property num="0xcbfb03fa" type="Float32" name="Audio:AEMSMaxVolume" desc="Max volume for AEMS systems"></property> <property num="0xcbfb03ff" type="Float32" name="Audio:AEMSMasterFxLevel" desc="Master FX level"></property> <property num="0xebfb0404" type="Uint32" name="Audio:AEMSMasterFxType" desc="Effect type"></property> <property num="0x4bfdd955" type="Float32" name="Audio:AEMSVolumeCurve" desc="AEMS Volume curve"></property> <property num="0x8c376d4f" type="Float32" name="Audio:AEMSZoomVolumes" desc="Volume for AEMS system at each zoom level"></property> <property num="0x4a7cb3ba" type="Uint32" name="Audio: Min Music Volume Level" desc="Minimum music volume level setting for slider in audio prefs (0-1024)"></property> <property num="0x4a7cb3bb" type="Uint32" name="Audio: Min Sound Volume Level" desc="Minimum sound volume level setting for slider in audio prefs (0-1024)"></property> <property num="0x4a7cb3bc" type="Uint32" name="Audio: Max Music Volume Level" desc="Max music volume level setting for slider in audio prefs (0-1024)"></property> <property num="0x4a7cb3bd" type="Uint32" name="Audio: Max Sound Volume Level" desc="Max sound volume level setting for slider in audio prefs (0-1024)"></property> <property num="0x4a7cb3be" type="Uint32" name="Audio: Music Vol Adjustment" desc="Amount by which to adjust music volume such that at 80 percent it matches the sfx volume at full"></property> <property num="0x4a7cb3bf" type="Uint32" name="Audio: Music Fadeout Time (ms)" desc="Time (in ms) within which music fades out when switching radio stations"></property> <property num="0x8a5e7b50" type="Uint32" name="Audio: Music Playlist Entry 1" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b51" type="Uint32" name="Audio: Music Playlist Entry 2" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b52" type="Uint32" name="Audio: Music Playlist Entry 3" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b53" type="Uint32" name="Audio: Music Playlist Entry 4" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b54" type="Uint32" name="Audio: Music Playlist Entry 5" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b55" type="Uint32" name="Audio: Music Playlist Entry 6" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b56" type="Uint32" name="Audio: Music Playlist Entry 7" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b57" type="Uint32" name="Audio: Music Playlist Entry 8" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b58" type="Uint32" name="Audio: Music Playlist Entry 9" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b59" type="Uint32" name="Audio: Music Playlist Entry 10" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b5a" type="Uint32" name="Audio: Music Playlist Entry 11" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b5b" type="Uint32" name="Audio: Music Playlist Entry 12" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b5c" type="Uint32" name="Audio: Music Playlist Entry 13" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b5d" type="Uint32" name="Audio: Music Playlist Entry 14" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b5e" type="Uint32" name="Audio: Music Playlist Entry 15" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b5f" type="Uint32" name="Audio: Music Playlist Entry 16" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b60" type="Uint32" name="Audio: Music Playlist Entry 17" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b61" type="Uint32" name="Audio: Music Playlist Entry 18" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b62" type="Uint32" name="Audio: Music Playlist Entry 19" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b63" type="Uint32" name="Audio: Music Playlist Entry 20" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b64" type="Uint32" name="Audio: Music Playlist Entry 21" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b65" type="Uint32" name="Audio: Music Playlist Entry 22" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b66" type="Uint32" name="Audio: Music Playlist Entry 23" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b67" type="Uint32" name="Audio: Music Playlist Entry 24" desc="Music playlist entry values (Title, Filename, on/off)"></property> <property num="0x8a5e7b68" type="Uint32" name="Audio: Music Playlist Entry 25" desc="Music playlist entry values (Title, Filename, on/off)"></property> </group> <group name="My Sim Template"> <property num="0xea296f8d" type="Uint32" name="My Sim: Bitmap ID" desc="Specify ID for bitmap in Select-A-My-Sim dialog."></property> <property num="0xea296f8f" type="String" name="My Sim: Default name" desc="Specifies default name for My Sim."></property> <property num="0xea296f90" type="Uint8" name="My Sim: Zodiac Sign" desc="Specify default zodiac sign for My Sim."></property> <property num="0xea296f91" type="Bool" name="My Sim: Is Male" desc="Specify My Sim gender (true=male, false=female)"></property> <property num="0xca416b3f" type="Uint32" name="My Sim: Name res key" desc="My sim default name resource key"></property> </group> <group name="UDrive-It"> <property num="0x2BE8FBF3" type="UInt32" name="UDriveIt Vehicle Panel Exemplar Key"/> <property num="0x4BE0D7C4" type="UInt32" name="UDriveIt Vehicle Icon Key"/> </group> <group name="General Properties"> <property num="0x496e5a36" type="Bool" name="Use Pipe Depth" desc="If false, normal pipe pieces are placed as per intersections"></property> <property num="0x6bac0b3e" type="Uint8" name="Path Lookahead Tiles" desc="How many tiles traffic autos should look ahead when determining paths"></property> <property num="0x8cb3511f" type="Uint32" lengthtype="variable" length="1" value="0x00000000" name="Occupant Types" desc="Types of occupants"></property> <property num="0xcab1ce3a" type="Sint32" name="Subjective Factor Threshold (Min value)" desc="Min value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength)."></property> <property num="0xcab1ce3c" type="Sint32" name="Subjective Factor Threshold (Max value)" desc="Max value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength)."></property> <property num="0x296E756E" type="Uint32" name="Class ID: Aircraft" desc="Class ID of an aircraft model"/> <property num="0x096E7574" type="Uint32" name="Class ID: Watercraft" desc="Class ID of a watercraft model"/> <property num="0xc98204b9" type="String" name="Visual effect name 1"/> <property num="0x8A3F1505" type="UInt32" name="Submenu Key: Zoning: Residential Menu"/> <property num="0x8A3F14DC" type="UInt32" name="Submenu Key: Zoning: Commercial Menu"/> <property num="0x8A3F1502" type="UInt32" name="Submenu Key: Zoning: Industrial Menu"/> <property num="0xEA5AC496" type="UInt32" name="Submenu Key: Terrain Effects"/> <property num="0x8A3F131B" type="UInt32" name="Submenu Key: Terraforming: CreateFauna Menu"/> <property num="0x2BE8E61B" type="Uint32" name="UI Driving Panel" desc="Property is referenced by Instance ID, and points to the User Interface file for the U-Drive-IT Driving Panel"/> <property num="0x2BE8E6CB" type="Uint32" name="UI Icons(U-Drive-It)" desc="These are the main Icons/Images on the Driving Panel"/> <property num="0xEC1B2361" type="Uint32" name="UI Status Window" desc="Property is referenced by Instance ID, and points to the User Interface file for the Status Window. The Status Window displays the Control Keys for each of the vehicles"/> <property num="0x00004005" type="UInt32" name="Submenu Key: Networks: Highway & Ramps Menu"/> <property num="0x00004001" type="UInt32" name="Submenu Key: Networks: Rails & Depots Menu"/> <property num="0x00004002" type="UInt32" name="Submenu Key: Networks: Miscellaneous Transport Menu"/> <property num="0x00004000" type="UInt32" name="Submenu Key: Networks: Road Menu"/> <property num="0x00004003" type="UInt32" name="Submenu Key: Utilities: Power Plant Menu"/> <property num="0x00004004" type="UInt32" name="Submenu Key: Utilities: Water Plant Menu"/> <property num="0x2A49D7CA" type="UInt32" name="Submenu Key: Utilities: Sanitation Menu"/> </group> </properties> </exemplars>