I need to learn more about flags!

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jrd:
Hmm, 10 may be useless then. It doesn't seem to do anything in any case. Maybe it's used as some sort of marker internally?

You shouldn't delete product and version, you should set them.
As of Pets, only items with these strings set, and the 0 creator, are treated as Maxis stuff.

Version is internal file version I think (or is it bodyshop revision?), best set at 0.
Product is game version, so 0 = base game, 3 = ofb etc. -- I set it to 0 for downloadables.

Miss any string, and it it isn't used on townies, and (if a Maxis override), gets the star of shame.

BastDawn:
I may have to eat my words if what you say about the hair flag is true.  I just ran around adding posts to threads about Theo's binning tool to let people know that I'd learned the "hat" checkbox doesn't make hair into hats, and how to change it in the property flags.  I fixed my own hair by changing the flag to 0x00000002 -- the same value that recolors of the "hip" hat and propeller beanie have.  If that is for FFS hats only, why is that value used for my base game hats?  (I don't have FFS.)

Edit to add: I just tested this by modifying another hair recolor to the flag 0x0000000A, and it also gives my test sim a Nightlife "hat" trait.  Can you tell me what the real difference is, and why SimPE reports both as having the hat trait?

jrd:
*facepalm*

0xA = 0x2+0x8.
So both 2 (0+2) and A (8+2) should work for hats, but at the time I noted this down originally I was apparently even more of an imbecile than I am now, and didn't do the simple math.

Both 2 and A should of course mark hair as a hat, just like 0 and 8 are both "default" values.
Most default hats seem to use A IIRC.

BastDawn:
Thanks, I'm relieved to hear that.  I really should learn more about hex coding if I'm going to mess around with it.   :)

jrd:
I've posted this over at MTS2 (replacing my old, old thread on flags) in hopes of some more insight. As far as I'm aware nobody has documented any of these flags anywhere.

Property Set Flags.

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