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Author Topic: Simlogical teleporters plus changes  (Read 87933 times)
jrd
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Pets test version
« Reply #50 on: 2006 October 23, 08:41:00 »
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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!)
« Last Edit: 2006 October 24, 12:00:24 by Jordi » Logged
Karen
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Re: Simlogical teleporters (Pets test version at end of thread)
« Reply #51 on: 2006 October 23, 10:19:29 »
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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
« Last Edit: 2006 October 23, 11:31:20 by karen » Logged
jrd
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Re: Simlogical teleporters (Pets test version at end of thread)
« Reply #52 on: 2006 October 23, 11:48:01 »
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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 Wink
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syberspunk
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Re: Simlogical teleporters (Pets test version at end of thread)
« Reply #53 on: 2006 October 23, 19:47:53 »
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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
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Re: Simlogical teleporters (Pets test version at end of thread)
« Reply #54 on: 2006 October 23, 20:32:32 »
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- 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.
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twojeffs
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Re: Simlogical teleporters (Pets test version at end of thread)
« Reply #55 on: 2006 October 23, 20:53:35 »
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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.
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Inge
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Re: Simlogical teleporters (Pets test version at end of thread)
« Reply #56 on: 2006 October 23, 22:06:52 »
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I think that's how I did it for having babies adopted.  Can't really remember now
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jrd
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Re: Simlogical teleporters (Pets test version at end of thread)
« Reply #57 on: 2006 October 24, 12:00:57 »
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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.
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Gwill
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Re: Simlogical teleporters plus changes
« Reply #58 on: 2006 October 29, 18:34:42 »
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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.
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miros
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Re: Simlogical teleporters plus changes
« Reply #59 on: 2006 October 29, 20:02:11 »
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People who dump unwanted pets should burn in hell.  Take them to the pound.
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Motoki
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Re: Simlogical teleporters plus changes
« Reply #60 on: 2006 October 29, 20:22:48 »
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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.  Tongue
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miros
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Re: Simlogical teleporters plus changes
« Reply #61 on: 2006 October 29, 21:43:14 »
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Yeah, my strays are pretty upscale looking too.  But Sims live in nice 'hoods, so they should have nice strays, lol!
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Gwill
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Re: Simlogical teleporters plus changes
« Reply #62 on: 2006 October 29, 22:27:52 »
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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.
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J. M. Pescado
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Re: Simlogical teleporters plus changes
« Reply #63 on: 2006 October 29, 23:52:23 »
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The Maxis default animals aren't so bad, though. They're not like townies at all.
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breyerii
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Re: Simlogical teleporters plus changes
« Reply #64 on: 2006 October 31, 12:24:26 »
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The Maxis default animals aren't so bad, though. They're not like townies at all.

How could they go wrong?  Cheesy

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.
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miros
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Re: Simlogical teleporters plus changes
« Reply #65 on: 2006 October 31, 13:50:29 »
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Not to mention, no one was sufficiently stoned on caffeine to create ugly faces for them...
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breyerii
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Re: Simlogical teleporters plus changes
« Reply #66 on: 2006 October 31, 15:58:23 »
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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?  Tongue

Sure, they look better on four-leggers, but whoever created template 18 evidently had a molossoid in mind.
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miros
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Re: Simlogical teleporters plus changes
« Reply #67 on: 2006 October 31, 16:00:21 »
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Ok, one fugly dog face... much better than human males with one attractive face!
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