Show Posts
|
Pages: 1 2 [3] 4 5 ... 13
|
51
|
TS2: Burnination / Oops! You Broke It! / Re: Kids won't go to school
|
on: 2006 November 15, 05:38:49
|
The school one has to be something non-awesome. It's doesn't match anything of mine. Something that affects going to school, when they go to school, something like that.
Second one Pescado will have to look at.
|
|
|
58
|
TS2: Burnination / The Podium / Re: Osolete property states, how do I get rid of them?
|
on: 2006 November 12, 16:37:34
|
The only time the stuck object remover didn't fix my problem was when I used Inge's teleporter shrub to move in a dormie, and her furniture got stuck in "invisible dormie mode" and rendered useless. Not even the stuck object remover could see them. When this happens, just force an error on the dorm door to the room. That will reset the room and make the furniture visible again.
|
|
|
61
|
TS2: Burnination / Oops! You Broke It! / Re: ObjectError in CAS
|
on: 2006 November 11, 05:49:00
|
If it still does it with your downloads folder completely removed, then Methinks your install is hosed. That error does not make sense based on the original game code. It also makes no sense to me why any modder would ever hack that bhav anyway.
So, unfortunately...Ooops, you broke it.
|
|
|
63
|
Awesomeware / The Armory / Re: Programmable Sleep Clock v3.31
|
on: 2006 November 10, 07:18:30
|
You can define it as a local function and just include the code to run in the text file. I've seen examples of that in the code. Unfortunately I don't remember where at the moment. I'll have to dig one up to verify how it's done. That way you don' t need to compile an actual lua file at all.
|
|
|
64
|
Awesomeware / The Armory / Re: Programmable Sleep Clock v3.31
|
on: 2006 November 10, 05:09:57
|
Oh, shiney! Thanks for pointing that out, Dizzy. I need that for ACR so I can abandon my half-assed workaround I had to do for sleepage after woohoo. ETA: Ah, so that's a custom lua function you wrote. Easy enough to define as a local lua object in the controller though. I'll have to give it a shot.
|
|
|
69
|
TS2: Burnination / The Podium / Re: The REIA file is editable
|
on: 2006 November 02, 00:37:47
|
Yes, the .reia file is the 'movie' that plays in the button for that hood on the hood selection screen. After the hood loads it's just doing the flyby and the drift, which has nothing at all to do with the .reia file.
I agree that there must be a way to edit those, but only if Maxis/EA releases their program since it is apparently custom.
|
|
|
70
|
TS2: Burnination / Oops! You Broke It! / Re: CAS & Pets
|
on: 2006 November 01, 15:59:53
|
That is a very, very strange error. It's is indicating a very serious problem at the game engine level. Not good at all.
ETA: Remove the Kitten Killer. It is NOT petz compatible and is causing your problems.
|
|
|
74
|
TS2: Burnination / Oops! You Broke It! / Re: ZOMGPETS!!!1111oneone & the dreaded too many iterations
|
on: 2006 October 27, 04:07:28
|
Not sure about the first one, probably just random though. I've gotten a few anim errors related to pets, but no too many iterations yet.
The second one is probably from lesswhiny, but my guess would be that it was a one off deal just due to changing code that the cat was probably already running when the lot was saved.
Ste - the 'blowout' of P0 is fairly common in bhavs that run animations. It's not expecting any data. P0 is used by the Animate Sim to determine the anim index to run.
|
|
|
|
|