Bathroom Controller: In Soviet Russia, Bathroom Uses You!

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jsalemi:
I didn't realize that Inge's lockable doors would cause a problem with the bathroom controller until I had a child with high active points freeze in mid-air as he was running to the bathroom, and stay there for a couple of minutes, just floating off the ground.  :) There wasn't anyone in the bathroom, and I couldn't figure out what the problem was until I clicked on the bathroom door and saw it locked behind the last person who left quickly.  Unlocking it freed the kid from his freeze, and when he was done I removed the lockable bathroom doors from all my lots...

Thraxwhirl:
Quote from: jsalemi on 2006 February 11, 01:02:51

I didn't realize that Inge's lockable doors would cause a problem with the bathroom controller until I had a child with high active points freeze in mid-air as he was running to the bathroom, and stay there for a couple of minutes, just floating off the ground.  :) There wasn't anyone in the bathroom, and I couldn't figure out what the problem was until I clicked on the bathroom door and saw it locked behind the last person who left quickly.  Unlocking it freed the kid from his freeze, and when he was done I removed the lockable bathroom doors from all my lots...


I'm interested to note that in someone else's game too the sim froze when he couldn't reach the toilet.

This clarifies my thinking on the problem. It has effectively nothing to do with doors and their configuration, or whether or not the TP can recognise them, it's all to do with the Action Queue.

You see, IF I were to place a bookcase in a corner, and then stick a potted plant imediately in front of it, then click on the bookcase and tell a sim to "Read Book", it would fail, because the bookcase cannot be reached. The action would be dropped. If I did the same thing with a toilet and a potted plant, and tried to tell a sim to use the toilet, the same thing would happen. The action would fail, it would be dropped from the queue, and the sim would go and do something else. Now this has nothing to do with hacked objects or the configuration of any of them and their abilities to "co-operate" with each other, it's simply that a "route failure" SHOULD result in the action being dropped - whether that route failure is due to a locked door or a plant pot in front of the clicked object shouldn't matter... the object is inaccessible, the sim fails to reach it - the action is dropped.

Yet, in my experience, and that of jsalemi, this does not seem to happen with the summons of the TP. The action never drops when the sim can't get to the object.

Now, I MAY be wrong, but I don't THINK it's the doors which are at fault. I've placed objects like bookcases in rooms which are locked, and clicked on them with the selected sim(who had no access), and he she would simply turn, look at the door, and fail to enter. The action would be dropped from the queue with no fuss, and he/she would wander off and look for something else to do. A simple case of Inaccessible Object(for whater reason) = Failed Route = Drop Action and do something else.

The doors, in all cases that I've tested, seem fine with this. And furthermore, Inge Jones says, I BELIEVE, that sims SHOULDN'T AUTONOMUSLY try to reach/interact with objects and other sims that are the other side of the locked door(s).

My play-testing of her doors would seem to support this. I've NOT had instances of sims trying to get into each others apartments to chat to their neighbours behind a locked door, nor read each others books nor play each others pinball machines etc. They don't EVEN try to serve food for their Neighbours if there are insufficent places available in their own Apartments/Accessible Areas. And that really IS a breakthrough. Out of sight really does seem to be out of mind.

Yet they'll still try to enter each other's locked apartments to use their neighbours' toilets if and when summoned by the toilet roll.

Now this WOULDN'T be a problem IF the the Action would drop from the Queue upon Route Failure, but unfortunately that is not the case.

If the Action would drop, the problem would be solved, and it would seem that Locking Configuration is(or at least would be) irrelevant.

RainbowTigress:
I've had the same thing happen with the sleep clock.  Sims would start to run and freeze in midair if they could not reach them, due to diagonal walls and doors in my case.  The sim would turn his head and look when someone walked by, but he was just frozen in a running position in midair.  It would be funny if it weren't so frustrating.

Ness:
Using the version from 6/3/06, 12:41PM, I am getting errors - several on entering a lot for the first time, which are only solved by deleting.

I have placed new TP rolls, and now get "Illegal owner field in data reference" errors when configured to seek - reproduced many times.

Example error report attached.

J. M. Pescado:
Quote from: Thraxwhirl on 2006 February 11, 13:40:11

You see, IF I were to place a bookcase in a corner, and then stick a potted plant imediately in front of it, then click on the bookcase and tell a sim to "Read Book", it would fail, because the bookcase cannot be reached. The action would be dropped. If I did the same thing with a toilet and a potted plant, and tried to tell a sim to use the toilet, the same thing would happen. The action would fail, it would be dropped from the queue, and the sim would go and do something else. Now this has nothing to do with hacked objects or the configuration of any of them and their abilities to "co-operate" with each other, it's simply that a "route failure" SHOULD result in the action being dropped - whether that route failure is due to a locked door or a plant pot in front of the clicked object shouldn't matter... the object is inaccessible, the sim fails to reach it - the action is dropped.
The "route failure, drop action" behavior tends to be rather irritating when sims drop actions because of some temporary obstacle in their path, such as someone else's fat ass. Some of the more forceful objects are thus programmed to retry the action immediately until it succeeds. Failure is not an option! DAMN THE TORPEDOES! FULL SPEED AHEAD!

The bottom line: Bathroom Uses You is meant to supplant the necessity of locking bathrooms at all, since any casual pest wandering into the bathroom is forcibly commanded to sod off and punted to an alternate docking port or the waiting queue.

Except you people insist on running these silly "apartment blocks" which the game architecture is simply not designed for. There is simply no really good way to reliably recognize mutilated house configurations like this.

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