More Awesome Than You!

TS2: Burnination => Taster's Choice => Topic started by: jrd on 2006 January 19, 16:33:37



Title: Simlogical teleporters plus changes
Post by: jrd on 2006 January 19, 16:33:37
On request, the modified teleporter plus shrub and painting that allow you to make a Sim a downtownie.

Items originally by Inge, modification code by Torkle. Some optimalisation by me.

TPP is the Teleporter Painting Plus, TSP is the Teleporter Shrub Plus.


Title: Re: Simlogical transporters
Post by: Issy on 2006 January 19, 17:38:22
Great! Thank you.

Was wondering tho, do I need to delete Inge's teleporter shrub before I put in this one? or it this just the same thing with the downtownie pool bit included?



Title: Re: Simlogical transporters
Post by: jrd on 2006 January 19, 17:47:32
It should override the originals. So replace them.


Title: Re: Simlogical transporters
Post by: BlueSoup on 2006 January 19, 22:42:21
What changes were made?


Title: Re: Simlogical transporters
Post by: jrd on 2006 January 19, 22:47:28
Instead of 'Make townie' it now has 'Make.../Townie' and 'Make.../Downtownie'. So you can drop a Sim in the downtownie pool.


Title: Re: Simlogical transporters
Post by: BlueSoup on 2006 January 20, 01:03:05
Ok awesome, thank you.  :)


Title: Re: Simlogical transporters
Post by: Torkle on 2006 January 20, 01:24:08
Umm, just curious - You did get permission from Inge before posting this, right Jordi?

For my part, I'm okay with you posting this here, but it would have been nice if you asked first.


Title: Re: Simlogical transporters
Post by: cheriem on 2006 January 20, 02:06:11
Yes he got permission from Inge, they were discussing it on another thread in the podium.


Title: Re: Simlogical transporters
Post by: Torkle on 2006 January 20, 03:05:00
Yes he got permission from Inge, they were discussing it on another thread in the podium.

Ah, okay.  I missed that one.  Post away!


Title: Re: Simlogical transporters
Post by: Inge on 2006 January 20, 07:25:52
I revised my cloning policy recently in any case, so you don't have to get permission specifically.


Title: Re: Simlogical transporters
Post by: syberspunk on 2006 January 20, 08:10:16
I revised my cloning policy recently in any case, so you don't have to get permission specifically.

Woohoo!

/me purposefully misconstrues this statement and embarks, with reckless abandon and feckless foolishness, on a cloning spree to build a master race of Inges for his evil army! One step closer to ruling the world!!! Muhahahaha!

Go forth and kill my pretties! Kill!!!

Oh yeah... and thanks for this btw, this is grrrrrrrreattt!!! :D

Ste


Title: Re: Simlogical transporters
Post by: Karen on 2006 January 20, 15:27:08
The painting isn't working for me.  I couldn't even place it on a wall without move_objects on, and then it generated an error when I tried to click on it.  The shrub is working fine.

Karen


Title: Re: Simlogical transporters
Post by: jrd on 2006 January 20, 17:14:28
I'll take a look later maybe. Use the shrub for now.


Title: Re: Simlogical transporters
Post by: MokeyHokey on 2006 January 21, 22:38:42
Yup me too. The painting not only won't sit on the wall, it freezes time.  :-\


Title: Re: Simlogical transporters
Post by: jrd on 2006 January 22, 03:04:25
Ack. I upped the wrong version. I'll see if I can find the correct one, for now just use the bush.


Title: Re: Simlogical transporter
Post by: moonluck on 2006 January 24, 04:58:03
Is there a reason why the files so much smaller then the origional?


Title: Re: Simlogical transporter
Post by: jrd on 2006 January 24, 11:34:51
I stripped out all text strings except US English, so it is used for all languages. Since most people never bother to translate into UK English and other languages anyway this is a good way to decrease file size.
Plus it makes sure the right text displays for those of us who use something else than the default locale (I play with UK En for example).


Title: Re: Simlogical transporter
Post by: Inge on 2006 January 24, 11:38:17
Oops!  I thought I had already done that - I usually do!   The teleporter was one of my earlier hacks tho, so maybe I was still using Quaxi's editor that only let you copy the strings to all languages.


Title: Re: Simlogical transporter
Post by: Regina on 2006 February 24, 02:10:38
Jordi, this is great!  It never seems to fail, I think of something I want in-game and a few days or couple of weeks later I come here and start reading and usually there they are!

My simmies and I will enjoy this new and shiny shrub!

And to Inge:  Thank you so much for the original!  I've enjoyed using it immensely!


Title: Re: Simlogical transporter
Post by: Jysudo on 2006 March 06, 02:58:44
I am so glad this still works in OFB and the names of those new characters show up! :D


Title: Re: Simlogical transporter
Post by: Sleepycat on 2006 March 06, 13:12:36
I'm glad to hear(read) that it works with OFB  ;D

I was just going to leave it in anyway when I install OFB in alittle while, right now I'm checking on a last few hacks  :)


Title: Re: Simlogical transporter
Post by: Jysudo on 2006 March 07, 07:38:00
I'm glad to hear(read) that it works with OFB  ;D

I was just going to leave it in anyway when I install OFB in alittle while, right now I'm checking on a last few hacks  :)

I have been using it without any problems. You can use it :D
I bet OFB got more bugs than you can add with this or any other hack that will cause problems  :P


Title: Re: Simlogical transporter
Post by: jrd on 2006 March 07, 11:10:39
As for OFB compatibility, keep in mind that teleported Sims are treated as greeted visitors, and thus will not be customers  to your business. A possible code alteration is in testing, ETA on a blue moon sunday, the Second Coming, the Coming of the Handkerchief or whenever I get around to it (not necessarily in that order).

To Regina: I didn't really do anything for this download... thank Torkle and Inge. I just (re-)added Torkle's code fix to Inge's object.


Title: Re: Simlogical transporter
Post by: Dark Trepie on 2006 March 30, 02:43:35
Would it be possible to add a Make.../Dormie option too?


Title: Re: Simlogical transporter
Post by: J. M. Pescado on 2006 March 30, 02:58:33
As for OFB compatibility, keep in mind that teleported Sims are treated as greeted visitors, and thus will not be customers  to your business. A possible code alteration is in testing, ETA on a blue moon sunday, the Second Coming, the Coming of the Handkerchief or whenever I get around to it (not necessarily in that order).
Actually, I believe they will, eventually, take up shopping, since I've teleported test sims Ingelogically and they were seen shopping shortly later, but they don't begin seeking to shop, so it may take them awhile to decide to start.


Title: Re: Simlogical transporter
Post by: Ancient Sim on 2006 March 30, 03:18:45
They shop in my game, too.  Usually takes a little while, but not long.  I think they attempt to get their fun & social up first.


Title: Re: Simlogical transporter
Post by: jrd on 2006 March 30, 12:36:33
Trepie: dormies are simply townie YAs, so as long as your Sim is a YA in a university hood 'make townie' will do it.

Pesc/AS: true, but not they will not always shop.


Title: Re: Simlogical transporter
Post by: jrd on 2006 May 26, 03:31:45
Upped an alternate version.


Title: Re: Simlogical transporter
Post by: jrd on 2006 May 26, 19:36:08
Modified (and this time working) versions of the teleporter painting added: both "original" + downtownie code and the Squinge version with downtownie code.


Title: Re: Simlogical teleporters
Post by: jrd on 2006 May 29, 11:50:44
Bugs stamped in the Squinge versions.

Thanks to MissDoh for bug stamping.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jrd on 2006 May 31, 18:52:44
Squinge versions updated again, should now fully work.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: MissDoh on 2006 June 01, 05:04:26
Thanks Jordi for this updated Squinge shrub version with your twist.   :P

I tested it and this one works fine. :)


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: dadditude on 2006 June 01, 13:10:34
Ok, I know this is probably a stupid question, so feel free to point and laugh, throw old fruit & vegetables, stale popcorn, etc... But what exactly is the difference between townies and downtownies? Do only downtownies show up on downtown lots and townies show up on all other community lots? Which ones are used when our sims want to bring someone home from work/school?


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jsalemi on 2006 June 01, 13:20:11
But what exactly is the difference between townies and downtownies? Do only downtownies show up on downtown lots and townies show up on all other community lots? Which ones are used when our sims want to bring someone home from work/school?

That's it -- downtownies will only show up in downtown lots.  Townies will show up in your main neighborhood and any sub-neighborhoods (though rarely at a university community lot).  College dormies/students are also a special case of townies -- without hacks, you won't see them wandering around outside of the universities.

Of course, once your playable sim knows any of these folks, they can be invited over regardless of where they're originally from.

The bring-home friends are only from the playable or townie character pools.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jsalemi on 2006 June 01, 13:27:37
Seperate question -- what's the difference between the 'regular' and 'squinge' versions?  The link in the first message doesn't take me to insiminator.net for some reason.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jrd on 2006 June 01, 16:49:34
The bring-home friends are only from the playable or townie character pools.

Incorrect. Both townies and downtownies can be colleagues or schoolfriends.

The rest is right: without mods you will only see downtownies in downtown, and townies elsewhere.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jrd on 2006 June 01, 16:49:59
The forum destroyed the link.

The Squinge version improves the adoption by shrub: the want is fulfilled and a memory is made.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: MissDoh on 2006 June 01, 16:50:36
Seperate question -- what's the difference between the 'regular' and 'squinge' versions?  The link in the first message doesn't take me to insiminator.net for some reason.


Here is a working link:  clic here (http://www.insimenator.net/showthread.php?t=7052)

Two features were added in Squinge version, here is a resume of what they do:

1- You can summon a kid on a lot, make it move-in and then adopt it using the shrub, it will fulfill the wants and memory of Sims adopting, and if they are married both Sims will have a memory of the adoption
2- You can put any baby, toddler or kid living on a lot up for adoption

There is also another mod in the same post permitting you to adopt teen and choose the gender of the Sim you adopt when using the regular phone adoption service, you cannot choose the gender of a baby with it which is normal.

And last, another very nice mod is "same day adoption service".  After you call, the social worker will come with a Sim about 30min. later (Sim time) after you made the call instead of the next day around 10am.

I am using all 3 of them, tested them plenty, and they are all working fine together.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jsalemi on 2006 June 01, 18:04:27
Ah -- cool!  I guess I want the squinge versions then.  And I'll check out that same-day adoption thing, too.

Thanks!


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: MissDoh on 2006 June 01, 19:43:32
Ah -- cool!  I guess I want the squinge versions then.  And I'll check out that same-day adoption thing, too.

Thanks!


Jordi's one includes Squinge's add-ons I mentionned so you should download Jordi shrub (the TSP-S.zip).  Jordi's one also give you the possibility to make sim "downtownie", that feature does not come on Squinge's shrub.

The age selection of adopt and the same day adoption service are seperate download you can get by clicking on the link I gave in my other post.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jsalemi on 2006 June 01, 22:03:09
Jordi's one includes Squinge's add-ons I mentionned so you should download Jordi shrub (the TSP-S.zip).  Jordi's one also give you the possibility to make sim "downtownie", that feature does not come on Squinge's shrub.


That's what I meant by getting the squinge versions -- I meant the ones here. :)


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: MissDoh on 2006 June 02, 05:11:41
Jordi's one includes Squinge's add-ons I mentionned so you should download Jordi shrub (the TSP-S.zip).  Jordi's one also give you the possibility to make sim "downtownie", that feature does not come on Squinge's shrub.


That's what I meant by getting the squinge versions -- I meant the ones here. :)


Sorry I misunderstood you completely, you can point & laugh at me if you wish  :P

I love the same day option mod.  It works fine :)


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jsalemi on 2006 June 02, 12:33:04
*jsalemi points and laughs at MissDoh  :D


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: cwykes on 2006 June 29, 22:06:53
1- You can summon a kid on a lot, make it move-in and then adopt it using the shrub, it will fulfill the wants and memory of Sims adopting, and if they are married both Sims will have a memory of the adoption
2- You can put any baby, toddler or kid living on a lot up for adoption


Does that include the teens as well?  I've got Squinge's adopt a teen hack - I'll take that out for now.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: Ancient Sim on 2006 July 01, 14:48:20
Any chance you could adapt these so they can be used on community lots?  I often want to teleport someone in, but they're not available.  I've looked at them in SimPE and I can see where the code needs changing, but I don't know what to change them to as different objects have different numbers.  If you don't want to change them, perhaps you could tell me what I need to do?


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jrd on 2006 July 01, 16:46:42
Well the shrub should be available under plants always.

For the painting, try the attached file, you should be able to buy it on comm lots (untested).


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: Kristalrose on 2006 August 27, 13:04:16
Just wanted to say thanks for this.  I use the Teleporter Painting all the time, and it will be nice to have an updated version.  :)


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: Orikes on 2006 September 23, 18:47:12
Little bit of necromancy, but a question just the same.

Are there any problems to be aware of in turning existing playable sims into townies/downtownies? In otherwords, sims that have been played for a bit. I'm starting to get to the point where I have too many playable sims. I'm starting to consider taking some of my 'spares' and turning them into townies so they're still around, but I don't have to worry about playing them.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: jrd on 2006 September 23, 21:32:51
I never encountered any problems. You can just get some odd effects like an eternal grandfather, or a townie suddenly walking in your home because your Sim and the townie share a family relationship. These are harmless.


Title: Re: Simlogical teleporters (updated 31-05-2006)
Post by: J. M. Pescado on 2006 September 24, 09:11:38
I'm starting to consider taking some of my 'spares' and turning them into townies so they're still around, but I don't have to worry about playing them.
With me, the answer is vampirism. I turn the ones that amuse me most into vampires, and thus don't have to worry about timesyncing them.


Title: Pets test version
Post by: jrd on 2006 October 23, 08:41:00
I need some beta tester to test this pets version... can pets be teleported in, and can family pets be turned into strays?

I do not have Pets installed yet so I can't test this myself.

If the teleport and make stray options work I'll add a pet adopt function in it as well.



(pulled!)


Title: Re: Simlogical teleporters (Pets test version at end of thread)
Post by: Karen on 2006 October 23, 10:19:29
It still needs some work.  Here's what I found:

- The Make Me a Stray menu option shows up for Sims but not for pets
- The Summon.... menus do not show any pets that are in those families, although they list all the Sims.
- The object (shrub) itself is not clickable for pets, even if you use the "boolprop controlpets on" cheat to make the pet selectable.  So even if I wanted to use Make Me a Stray, there's no way to do it.

I hope you keep working on this; I'm impressed that you're even trying to do it without the EP.

Karen


Title: Re: Simlogical teleporters (Pets test version at end of thread)
Post by: jrd on 2006 October 23, 11:48:01
Okay, thanks. That's helpful feedback.
I think I know how to fix the first two issues, as for the third--I'll have to steal^H^H^H^H^Hborrow some code from someone else ;)


Title: Re: Simlogical teleporters (Pets test version at end of thread)
Post by: syberspunk on 2006 October 23, 19:47:53
For the 3rd... I'm not sure if it will work but... there is a Sim Selectable? (probably in Global if not PersonGlobals) test or something like that. I imagine that... if a user actually makes a sim/baby/pet selectable, then this test will most likely return true. Just a guess. Perhaps that will help? Unless the selectability thing is much more complicated when it comes to pets.

Ste


Title: Re: Simlogical teleporters (Pets test version at end of thread)
Post by: dizzy on 2006 October 23, 20:32:32
- The object (shrub) itself is not clickable for pets, even if you use the "boolprop controlpets on" cheat to make the pet selectable.  So even if I wanted to use Make Me a Stray, there's no way to do it.

It isn't standard to push actions on pets with them selected. Normally, you push actions on pets indirectly through a human sim. So, what you need is something like "Make $Object a Stray", and supply the pointer to the pet to the MakeActionString.


Title: Re: Simlogical teleporters (Pets test version at end of thread)
Post by: twojeffs on 2006 October 23, 20:53:35
Yea, you'd have to do the 'Make a Stray' indirectly through a sim. If you want to look at an example of how to do that, take a look at the Interaction - Gender Preference bhavs in the ACR main controller package.


Title: Re: Simlogical teleporters (Pets test version at end of thread)
Post by: Inge on 2006 October 23, 22:06:52
I think that's how I did it for having babies adopted.  Can't really remember now


Title: Re: Simlogical teleporters (Pets test version at end of thread)
Post by: jrd on 2006 October 24, 12:00:57
Christianlov has a working pets teleporter up at mts2: http://www.modthesims2.com/showthread.php?t=197559&goto=newpost

So I won't be immediately updating the shrub. I still might at some later point, but for now use the mts2 one.


Title: Re: Simlogical teleporters plus changes
Post by: Gwill on 2006 October 29, 18:34:42
Does Christianlov's one have a "make stray" option?
That's what I really want at the moment.  My hood needs some shabby looking and unkept strays and I have a cat I want to get rid of kindly.


Title: Re: Simlogical teleporters plus changes
Post by: miros on 2006 October 29, 20:02:11
People who dump unwanted pets should burn in hell.  Take them to the pound.


Title: Re: Simlogical teleporters plus changes
Post by: Motoki on 2006 October 29, 20:22:48
IRL definitely, but I'd like the option to make my own strays in the game. They should be kind of scruffy and scraggly looking but in my neighborhood I had a Himalayan stray running around.  :P


Title: Re: Simlogical teleporters plus changes
Post by: miros on 2006 October 29, 21:43:14
Yeah, my strays are pretty upscale looking too.  But Sims live in nice 'hoods, so they should have nice strays, lol!


Title: Re: Simlogical teleporters plus changes
Post by: Gwill on 2006 October 29, 22:27:52
Considering that I've created everything else in my neigbourhood from scratch, I don't feel like I can settle for maxis strays either, although I prefer to think of them as townie pets.
I also want to make all members of the two Maxis families that came with OMGpetz into townies, but I'm not going to try that until I can townify their pets as well.


Title: Re: Simlogical teleporters plus changes
Post by: J. M. Pescado on 2006 October 29, 23:52:23
The Maxis default animals aren't so bad, though. They're not like townies at all.


Title: Re: Simlogical teleporters plus changes
Post by: breyerii on 2006 October 31, 12:24:26
The Maxis default animals aren't so bad, though. They're not like townies at all.

How could they go wrong?  :D

Even in programming their behaviour they must have had an easy time: sim pets have more justification for doing aimless tasks than any AI controlled character.


Title: Re: Simlogical teleporters plus changes
Post by: miros on 2006 October 31, 13:50:29
Not to mention, no one was sufficiently stoned on caffeine to create ugly faces for them...


Title: Re: Simlogical teleporters plus changes
Post by: breyerii on 2006 October 31, 15:58:23
Heh. Open BodyShop. Take a look at some face templates. Now tell me, why should they have gone to the extent of finding new snouts for their sim-bulldogs?  :P

Sure, they look better on four-leggers, but whoever created template 18 evidently had a molossoid in mind.


Title: Re: Simlogical teleporters plus changes
Post by: miros on 2006 October 31, 16:00:21
Ok, one fugly dog face... much better than human males with one attractive face!