Building or Marker (In the case of crate stacking, hopscotch, or bonfire markers)
StartCTCVillageMember;
VillageUID UID used for Village;
EndCTCVillageMember;
note: Each Village has specific AICreatures set for specific tasks.
note: Some buildings (Such as Shops) have their own specific AICreatures used. If not the Village will assign a default one.
Object or Marker (in the case of the buyable house marker)
CreateTC “CTCOwnedEntity”;
StartCTCOwnedEntity;
SwitchableNavigationTCAdded FALSE;
VersionNumber 1;
OwnerUID UID used for Building;
EndCTCOwnedEntity;
note: This is used for furniture, Doors, and the buyable signposts
Note: Some Villages don't have support for some building types. So you'll need to manually set an AICreature to use specific buildings or Creatures….
AICreature
HasRelationships TRUE;
HomeBuildingUID UID used for Building;
WorkBuildingUID UID used for Building;
FatherCreatureUID UID used for other AICreature;
MotherCreatureUID UID used for other AICreature;
SpouseCreatureUID UID used for other AICreature;