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Fireworks problem visual logic
Fireworks problem visual logic













fireworks problem visual logic
  1. FIREWORKS PROBLEM VISUAL LOGIC MOD
  2. FIREWORKS PROBLEM VISUAL LOGIC FREE

The mod is compatible in both hardware & software rendering, and is designed with performance in mind. They don’t conflict with each other, and will appear in order in the Civic > Fire menu. If you’re unsure over which depth(s) are suitable, I’d suggest to first experiment with all 5 versions. Each version is equivalent to one press of the game’s “Raise/Lower Terrain Level” tool. For example in a shallow harbour area, you may find the Depth 1 version is best suited, as deeper areas may work better with the higher-numbered depths. To get around this, 5 depth versions have been created, from very deep (5) to shallow (1):Īll versions have the fireworks effects raised (as props), with this being exaggerated for the deeper ones. This means they’d appear to launch from the surrounding water, rather than the actual barge. A building on water (in this instance the barge model) will appear to float normally on the water surface, but the effects will still conform to the sea bed. One limitation with using effects on water is the issue of depth. I thought this’d be a better idea than further cluttering your parks menu. They can be found in order at the bottom of the Civic > Fire menu.

FIREWORKS PROBLEM VISUAL LOGIC FREE

This means it’s a good idea to pause the game just before New Year’s Day, setup the lots how you’d like, and un-pause once ready.Īll lots can be placed and bulldozed free of charge, and have a zero monthly cost. It’s programmed to start each year on Jan 1, and runs through to Jul 30. The display is synchronised based on the game’s simulation date.

fireworks problem visual logic

For a more diverse display, place more of each stage type (1-4). And of course, the barges must be placed on water.

fireworks problem visual logic

The land-based lots can be placed on any terrain, and will auto-level on slopes. Feel free to experiment with using a combination of both the land lots and barges. However, this is just a suggestion, and the lots are flexible to being placed in any custom formation, or just randomly scattered throughout your city. For an optimised display, the lots are designed to be placed in a diamond formation, as the below image demonstrates:

fireworks problem visual logic

There are 4 “stages” of lots, with each one containing a greater number of fireworks (both visually and based on the number of triggers). Who doesn’t like a few fireworks once in a while? After all, your Sims are getting tired of the lacklustre display at the Mayor’s house! This mod may come in handy for a City Journal, to help your Sims bring in the New Year, or just for plain old festive entertainment. In total the display lasts for 244 simulation days, equating to just over 7min 30sec in real time. With the default effect lasting just 3 simulation days, it only allows the equivalent to launching the grand finale at the beginning! This mod hopes to correct this problem. One issue of existing fireworks lots is the duration and variety of the launch sequence. The Automated Fireworks Display Mod creates new instances of the default fireworks effect, which are then programmed according to the launch plan (see the "Logic" diagram above, please don’t show this to Dr Vu). The main difference is the logic behind the effects. What makes this different than the numerous fireworks lots already on the STEX? There are 4 types of lots, with a combined total of 84 fireworks launch points. It works by adding over 30 different fireworks triggers, which have all been set to launch at specified times, and for varied durations. This is a set of pre-programmed land and water-based (barge) lots, allowing you to create your own custom firework displays.















Fireworks problem visual logic