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Old 28th Dec 2011, 05:54 PM DefaultChanging Globals #1
raynuss
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I am trying to make a medieval market booth with a drapery that will open and close when the option is selected in the Pie Menu. I've used one of Inge's Functioning Blinds to get the animations, but now it has the curtain globals and can only be placed on a wall. How do I change the globals so it behaves like a deco object? If I simply change the globals, I get errors. I've tried editing the BHAV's so it will place on the ground, but it seems as long as it has the curtain globals, it can only be placed on a wall. Help please!
Old 30th Dec 2011, 08:04 PM #2
maybesomethingdunno
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Try this:

Open the Init BHAV and select the last node. If you have the "Special Buttons" box checked, click on the "Insert via True" button. The opcode of this new node should be 0x0002. Open the Pop-up Wizard. Assuming you have "use Attribute picker" checked, change the values to "My" "wall placement flags" "Clear Flag" "Literal" "wall required behind". Alternatively, you open the pop-up raw entry box (using the button with the " graphic) and enter "0D000300000A03070000000000000000".

If that doesn't work, please post your object here for someone to look at.

I don't mind if you call me "MSD" or something for short.
Perhaps someday I'll have leisure time back...
Old 31st Dec 2011, 12:01 PM #3
raynuss
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OK, that worked. Thank you very much.

Now I have one more question. Since the object has curtain globals, it can be placed on top of other objects. I tried adding a node with values *My* *flags* *Clear Flag* *Literal* *allow object intersection*, but it still can be placed on occupied tiles. What am I doing wrong?
Old 7th Jan 2012, 09:56 AM #4
Echo
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Hi raynuss!

Could you post the object you're working on? There may be some other flags which need to be modified.
Old 7th Jan 2012, 12:55 PM #5
raynuss
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Thanks Echo for responding. Here's my file. Thanks for any help.

AutoMarketStall
Old 13th Jan 2012, 08:01 PM #6
maybesomethingdunno
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Sorry for the delayed response.

I couldn't look too deeply into the object, but it seemed even clearing intersection flags didn't help (as you have said). I wonder if there is a problem with the footprint. Try this: Tutorial: Fixing the footprint (or "stop walking through my object!"). For what it's worth, your object has only one tile despite appearing as a multi-tile object. That is, it should have its visible footprint which takes up more green tiles.

I don't mind if you call me "MSD" or something for short.
Perhaps someday I'll have leisure time back...
Old 14th Jan 2012, 12:30 PM #7
raynuss
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I added 2 more tiles to the footprint (making it a 3-tile object) and edited the BHAV to clear flags for object and person intersection. Tested in it a vanilla game and it still can be placed on occupied tiles and the sim still walks through it. This is getting very frustrating. I'm not certain that the number of tiles has to match the size of the object for the BHAV's to work. I've recently made a tent that occupies 49 tiles but it's footprint is only 23 tiles around it's perimeter. I cleared intersection flags for those 23 tiles so sims could enter the tent only through the opening in one end and it works fine. So, I don't quite understand what I'm doing wrong with the market stall object.
Last edited by raynuss : 14th Jan 2012 at 03:45 PM.
Old 14th Jan 2012, 07:33 PM #8
maybesomethingdunno
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Could you post that object for someone to look at?

Sadly, I'm afraid I'm not very knowledgeable about footprints. For all I know, the game may be refusing to accept your footprint for whatever reason.

I don't mind if you call me "MSD" or something for short.
Perhaps someday I'll have leisure time back...
Old 18th Feb 2012, 04:30 PM
DolphinTrainer2B
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