netmicro
3rd Feb 2009, 12:56 PM
Hi all,
Recently I wanted to build a relatively highrise apartment with garage, but was really sick of the EAxis normal way (doors and stairs) to connect garages to apartments. So I thought it would be nice if Sims can drive their cars into the garage, step out back from the garage door, and go up to their apartment several levels higher.
There are (at least) two ways to hack this: enabling pie menus for drive ways that says "rent this carpark", but we will need to deal with saving on the apartment base lot, potentially causing more troubles. Or to make a fake portal object that connects the garage to the main unit; in this way we can also extend the idea to "top-floor storage rooms" and more.
It has been tested that the ladder and "ascension" objects in this forum worked, meaning the algorithm does allow custom portal objects. I've also made a portal object that dynamically assigns the higher part of the multi-tile object to any x-, y- and z-offsets during the Init BHAV.
All was well until I was ready to turn the residential lot to apartment base. Either a message popped up complaining invalid layouts, or the lot was successfully turned into a ZERO-apartment base lot.
After one whole day's struggle, I found that dynamically assigning the definition/{multi-tile sub index, level offset} does not work for the AL apartment range tester (or whatever its name). However, as long as the sub index and level offset are static, any shape of this 2-tile portal object would work to connect units into an apartment.
But the range tester doesn't seem to only accept static data. If I use "Return False" as the portal test function, the job would fail; I have to use the standard "Portal - Test" BHAV, and assign a high portal penalty to (hopefully) prevent Sims from using it to teleport.
The 3-day troubles led me to a semi-conclusion that I have to make tons of stairs (with different but static x, y and z offsets) in order to realise my intention. I can greatly reduce the numbers with lower granularity (e.g. multiples of 4 grids in x and y directions; maximum 40 grids x and y, and 0-3 levels only), it's still a lot more than my initial 4 objects: x, y, z measure blocks, and one multi-tile, dynamic-offset portal object.
So I'm here calling for ideas. Furthermore would someone detail how the portals work? I also tried hacking the modular stairs (e.g. build a small section in the garage, enable hand tools, then grab one end of the stair and place in the apartment) but it won't work. Also, by runtime tests, the portal object for modular stairs looks like a multi-tile object with only one part! (Checked with Set To Next [part of multi-tile] and obtained only one ID before returning false.)
Max
Attached:
- max-aptunitlinker.zip: my test object, static offset but dynamic object construction. Puzzle pieces A-C will be created and attached to the Hi Pad (lead tile) to form a path towards the Lo Pad.
- max-aptunitlinker-dynoff.zip: previous version, comes with 3 puzzle pieces. read the description for instructions.
= NOTE: the two versions use the same set of GUIDs, but with totally different graphics and code. Even the measurements are different; the dynamic version uses 3 as the horizontal unit while the static uses 4.
= All objects in Build/Stairs/Straight
Recently I wanted to build a relatively highrise apartment with garage, but was really sick of the EAxis normal way (doors and stairs) to connect garages to apartments. So I thought it would be nice if Sims can drive their cars into the garage, step out back from the garage door, and go up to their apartment several levels higher.
There are (at least) two ways to hack this: enabling pie menus for drive ways that says "rent this carpark", but we will need to deal with saving on the apartment base lot, potentially causing more troubles. Or to make a fake portal object that connects the garage to the main unit; in this way we can also extend the idea to "top-floor storage rooms" and more.
It has been tested that the ladder and "ascension" objects in this forum worked, meaning the algorithm does allow custom portal objects. I've also made a portal object that dynamically assigns the higher part of the multi-tile object to any x-, y- and z-offsets during the Init BHAV.
All was well until I was ready to turn the residential lot to apartment base. Either a message popped up complaining invalid layouts, or the lot was successfully turned into a ZERO-apartment base lot.
After one whole day's struggle, I found that dynamically assigning the definition/{multi-tile sub index, level offset} does not work for the AL apartment range tester (or whatever its name). However, as long as the sub index and level offset are static, any shape of this 2-tile portal object would work to connect units into an apartment.
But the range tester doesn't seem to only accept static data. If I use "Return False" as the portal test function, the job would fail; I have to use the standard "Portal - Test" BHAV, and assign a high portal penalty to (hopefully) prevent Sims from using it to teleport.
The 3-day troubles led me to a semi-conclusion that I have to make tons of stairs (with different but static x, y and z offsets) in order to realise my intention. I can greatly reduce the numbers with lower granularity (e.g. multiples of 4 grids in x and y directions; maximum 40 grids x and y, and 0-3 levels only), it's still a lot more than my initial 4 objects: x, y, z measure blocks, and one multi-tile, dynamic-offset portal object.
So I'm here calling for ideas. Furthermore would someone detail how the portals work? I also tried hacking the modular stairs (e.g. build a small section in the garage, enable hand tools, then grab one end of the stair and place in the apartment) but it won't work. Also, by runtime tests, the portal object for modular stairs looks like a multi-tile object with only one part! (Checked with Set To Next [part of multi-tile] and obtained only one ID before returning false.)
Max
Attached:
- max-aptunitlinker.zip: my test object, static offset but dynamic object construction. Puzzle pieces A-C will be created and attached to the Hi Pad (lead tile) to form a path towards the Lo Pad.
- max-aptunitlinker-dynoff.zip: previous version, comes with 3 puzzle pieces. read the description for instructions.
= NOTE: the two versions use the same set of GUIDs, but with totally different graphics and code. Even the measurements are different; the dynamic version uses 3 as the horizontal unit while the static uses 4.
= All objects in Build/Stairs/Straight