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Author Topic: No Uni Invulnerability For Dormies  (Read 74556 times)
agcons
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Re: No Uni Invulnerability For Dormies
« Reply #50 on: 2006 February 24, 10:13:36 »
THANKS THIS IS GREAT

I think the NL patch did something as well.  No, I don't know what, exactly, but life in the dorms is definitely not as disorganised as it was before.

In the two dorms I've played since patch installation I've had some of the same dormies as before.  Those who were very hygiene-averse are now using the shower regularly, and those who always had trouble remembering where the toilet was are managing to find it now.  I've had "bathroom uses you" in the game for weeks, long before installing the NL patch, so it's not causing the change in behaviour.  I've had a few pass out in the hallways, but neither as many times nor as many different dormies as previously.

So far the most interesting behaviour concerns one dormie I checked with the mind-control mirror:  she had seriously low motives, especially hunger, fun, bladder, and energy. She exited the lot for about 30 sim-minutes, so she wasn't in class, and she came back totally and mysteriously refreshed.  The icon in her queue said "Hide".  If the patch changed things so they shower, pee, and eat like normal sims that's not so bad, but if their motives get so low the game drags them off the lot briefly for a magical restorative regimen of some kind that's a bit much for me.  I don't know yet if that will happen consistently, but I'll keep watching for it. 

I've tried re-setting the dorms by moving things around and by forcing errors with the FFS Debugger, but no changes so far.  One thing I haven't tried yet is playing a fresh dorm from the lot bin; I'll do that this weekend to see what happens.
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J. M. Pescado
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Re: No Uni Invulnerability For Dormies
« Reply #51 on: 2006 February 24, 12:13:19 »
THANKS THIS IS GREAT

So far the most interesting behaviour concerns one dormie I checked with the mind-control mirror:  she had seriously low motives, especially hunger, fun, bladder, and energy. She exited the lot for about 30 sim-minutes, so she wasn't in class, and she came back totally and mysteriously refreshed.  The icon in her queue said "Hide".  If the patch changed things so they shower, pee, and eat like normal sims that's not so bad, but if their motives get so low the game drags them off the lot briefly for a magical restorative regimen of some kind that's a bit much for me.  I don't know yet if that will happen consistently, but I'll keep watching for it.
Hey, leaving the lot for a magical restorative regimen sounds fine to me. That's what happens when you go to a community lot, after all. At least now they're acting quasi-like-your-sims.
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ElviraGoth
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Re: No Uni Invulnerability For Dormies
« Reply #52 on: 2006 July 10, 02:57:12 »
THANKS THIS IS GREAT

First, I love this mod.  Finally had an annoying prankster dormie DIE, dammit!

I have one thing I would like to request with this, though.  Now I have some dormies passing out (or falling asleep standing up) either on the portal or in the bathroom where they're in the way.  Or in front of a door.  I can move them with moveobjects, but I wondered if there was a way to check for where they are before they pass out?

I also have TJ's move away from the portal mod, but it doesn't seem to help where this is concerned.
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J. M. Pescado
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Re: No Uni Invulnerability For Dormies
« Reply #53 on: 2006 July 10, 03:00:47 »
THANKS THIS IS GREAT

Place a noisemaker in places you don't want any sleeping in. I have townies that seem to pass out in my stores, but the store radio stops them from doing it.
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Re: No Uni Invulnerability For Dormies
« Reply #54 on: 2006 July 10, 22:26:27 »
THANKS THIS IS GREAT

OK, I'll give that a try.  I never thought about putting something that made noise out by the portal or in a bathroom, but I guess putting a speaker there would work.
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jsalemi
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Re: No Uni Invulnerability For Dormies
« Reply #55 on: 2006 July 11, 13:23:20 »
THANKS THIS IS GREAT

I just went into a dorm I hadn't played in a bit, and EVERY dormie was sound asleep someplace -- bathrooms, halls, in their food -- everywhere. I decided not to disturb them to see what happens, and my playable went through an entire semester (shortened to about 30 hours or so with the college clock) with only one of them waking up. Smiley  Not long after he got back from his final, two others woke up and immediately died from hunger.  I figured at that point it was time to wake up the others, since I didn't want all of them to kick off (yet  Wink ).
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jrd
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Re: No Uni Invulnerability For Dormies
« Reply #56 on: 2006 July 11, 13:37:24 »
THANKS THIS IS GREAT

I also use speakers to keep the doormats^H^H^H^H^H^Hrmies awake. We should have sprinklers for front lawns though, so we can be like the French against illegal campers, and maybe in EP4 (5? Does FFS with game version 1.4 count?) we'll be able to train attack dogs to keep dormies from sleeping everywhere in public.
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jsalemi
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Re: No Uni Invulnerability For Dormies
« Reply #57 on: 2006 July 11, 13:43:16 »
THANKS THIS IS GREAT

Or you could get the 'attack bot' from Paladin over at simwardrobe, and use it to shock the sleeping dormies awake. Smiley
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Re: No Uni Invulnerability For Dormies
« Reply #58 on: 2006 July 11, 13:54:48 »
THANKS THIS IS GREAT

Shiny. I'll try that one. It should really be autonomous though and attack all Sims sleeping standing up or on floors.
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Re: No Uni Invulnerability For Dormies
« Reply #59 on: 2006 August 12, 00:24:52 »
THANKS THIS IS GREAT

Nice hack, but it should probably be retitled to something like Knee-Deep In the Fainted, the Dead and their Urine or something like that.  Grin
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Re: No Uni Invulnerability For Dormies
« Reply #60 on: 2006 September 27, 22:15:11 »
THANKS THIS IS GREAT

I'm curious. I just looked at the code and compared it to the object.package, and am I imagining something? But I don't see a difference. Has OFB or the OFB patches included your changes? Huh

The only difference that I noticed was just that the return errors are set as the same value as the return false.

Quote from: nouniprotect
     0000 : 0118 : 0300000000000000000000000000 : 01 : 0001 : 0001
[global 0x0118] Idle (0x0003)

     0001 : 0002 : 1400020000080600000000000000 : 00 : 0002 : 0019
[prim 0x0002] Expression (Game Edition Flag Set? Literal 0x0002)

     0002 : 03DC : FFFFFFFFFFFFFF00000000000000 : 01 : 0004 : 0003
[global 0x03DC] Lot - Is Dorm? - EP1 ()

     0003 : 03DD : FFFFFFFFFFFFFF00000000000000 : 01 : 0004 : 0019
[global 0x03DD] Lot - Is Frat? - EP1 ()

     0004 : 0118 : 9600000000000000000000000000 : 01 : 0004 : 0005
[global 0x0118] Idle (0x0096)

     0005 : 0002 : 0000000000050A00000000000000 : 00 : 0006 : 0006
[prim 0x0002] Expression (Stack Object ID := Literal 0x0000)

     0006 : 001F : 00000000810A0000000000000000 : 01 : 0007 : 0004
[prim 0x001F] Set to Next (Stack Object ID, person)

     0007 : 0002 : 9E00010000081300000000000000 : 00 : 0006 : 0008
[prim 0x0002] Expression (Stack Object's Selection Flags Flag Set? Literal 0x0001)

     0008 : 03DC : FFFFFFFFFFFFFF00000000000000 : 01 : 000A : 0009
[global 0x03DC] Lot - Is Dorm? - EP1 ()

     0009 : 03EA : 131F00060A000A000A0000010000 : 01 : 000B : 0006
[global 0x03EA] College - Is NID a Frat Member? (Stack Object's neighbor id, Current House)

     000A : 03C9 : 131F00060A0007FF0A0000010000 : 01 : 000B : 0006
[global 0x03C9] College - Have Key? (Stack Object's neighbor id, Current House, Literal 0xFFFF)

     000B : 0002 : 0900BBFF00010F00000000000000 : 00 : 000C : 000D
[prim 0x0002] Expression (Stack Object's motive Bladder < Literal 0xFFBB)

     000C : 0002 : 0900F1FF00050F00000000000000 : 00 : 000D : 000D
[prim 0x0002] Expression (Stack Object's motive Bladder := Literal 0xFFF1)

     000D : 0002 : 0600BBFF00010F00000000000000 : 00 : 000E : 000F
[prim 0x0002] Expression (Stack Object's motive Comfort < Literal 0xFFBB)

     000E : 0002 : 0600F1FF00050F00000000000000 : 00 : 000F : 000F
[prim 0x0002] Expression (Stack Object's motive Comfort := Literal 0xFFF1)

     000F : 0002 : 0500D8FF00000F00000000000000 : 00 : 0011 : 0010
[prim 0x0002] Expression (Stack Object's motive Energy > Literal 0xFFD8)

     0010 : 0002 : 0500190000050F00000000000000 : 00 : 0011 : 0011
[prim 0x0002] Expression (Stack Object's motive Energy := Literal 0x0019)

     0011 : 0002 : 0F00CEFF00010F00000000000000 : 00 : 0012 : 0013
[prim 0x0002] Expression (Stack Object's motive Fun < Literal 0xFFCE)

     0012 : 0002 : 0F00F6FF00050F00000000000000 : 00 : 0013 : 0013
[prim 0x0002] Expression (Stack Object's motive Fun := Literal 0xFFF6)

     0013 : 0002 : 0700BAFF00010F00000000000000 : 00 : 0014 : 0015
[prim 0x0002] Expression (Stack Object's motive Hunger < Literal 0xFFBA)

     0014 : 0002 : 0700F1FF00050F00000000000000 : 00 : 0015 : 0015
[prim 0x0002] Expression (Stack Object's motive Hunger := Literal 0xFFF1)

     0015 : 0002 : 0800BAFF00010F00000000000000 : 00 : 0016 : 0017
[prim 0x0002] Expression (Stack Object's motive Hygiene < Literal 0xFFBA)

     0016 : 0002 : 0800F1FF00050F00000000000000 : 00 : 0017 : 0017
[prim 0x0002] Expression (Stack Object's motive Hygiene := Literal 0xFFF1)

     0017 : 0002 : 0E00CEFF00010F00000000000000 : 00 : 0018 : 0006
[prim 0x0002] Expression (Stack Object's motive Social < Literal 0xFFCE)

     0018 : 0002 : 0E00ECFF00050F00000000000000 : 00 : 0006 : 0006
[prim 0x0002] Expression (Stack Object's motive Social := Literal 0xFFEC)

     0019 : 0012 : 0000020000000000000000000000 : 00 : 001A : 001A
[prim 0x0012] Remove Object Instance (Me)

     001A : 0118 : 2C01000000000000000000000000 : 01 : 0019 : 0019
[global 0x0118] Idle (0x012C)

Quote from: object.package
     0000 : 0118 : 0300000000000000000000000000 : 01 : 0001 : FFFC
[global 0x0118] Idle (0x0003)

     0001 : 0002 : 1400020000080600000000000000 : 00 : 0002 : 0019
[prim 0x0002] Expression (Game Edition Flag Set? Literal 0x0002)

     0002 : 03DC : FFFFFFFFFFFFFF00000000000000 : 01 : 0004 : 0003
[global 0x03DC] Lot - Is Dorm? - EP1 ()

     0003 : 03DD : FFFFFFFFFFFFFF00000000000000 : 01 : 0004 : 0019
[global 0x03DD] Lot - Is Frat? - EP1 ()

     0004 : 0118 : 9600000000000000000000000000 : 01 : 0005 : FFFC
[global 0x0118] Idle (0x0096)

     0005 : 0002 : 0000000000050A00000000000000 : 00 : 0006 : FFFC
[prim 0x0002] Expression (Stack Object ID := Literal 0x0000)

     0006 : 001F : 00000000810A0000000000000000 : 01 : 0007 : 0004
[prim 0x001F] Set to Next (Stack Object ID, person)

     0007 : 0002 : 9E00010000081300000000000000 : 00 : 0006 : 0008
[prim 0x0002] Expression (Stack Object's Selection Flags Flag Set? Literal 0x0001)

     0008 : 03DC : FFFFFFFFFFFFFF00000000000000 : 01 : 000A : 0009
[global 0x03DC] Lot - Is Dorm? - EP1 ()

     0009 : 03EA : 131F00060A000A000A0000010000 : 01 : 000B : 0006
[global 0x03EA] College - Is NID a Frat Member? (Stack Object's neighbor id, Current House)

     000A : 03C9 : 131F00060A0007FF0A0000010000 : 01 : 000B : 0006
[global 0x03C9] College - Have Key? (Stack Object's neighbor id, Current House, Literal 0xFFFF)

     000B : 0002 : 0900BBFF00010F00000000000000 : 00 : 000C : 000D
[prim 0x0002] Expression (Stack Object's motive Bladder < Literal 0xFFBB)

     000C : 0002 : 0900F1FF00050F00000000000000 : 00 : 000D : FFFC
[prim 0x0002] Expression (Stack Object's motive Bladder := Literal 0xFFF1)

     000D : 0002 : 0600BBFF00010F00000000000000 : 00 : 000E : 000F
[prim 0x0002] Expression (Stack Object's motive Comfort < Literal 0xFFBB)

     000E : 0002 : 0600F1FF00050F00000000000000 : 00 : 000F : FFFC
[prim 0x0002] Expression (Stack Object's motive Comfort := Literal 0xFFF1)

     000F : 0002 : 0500D8FF00000F00000000000000 : 00 : 0011 : 0010
[prim 0x0002] Expression (Stack Object's motive Energy > Literal 0xFFD8)

     0010 : 0002 : 0500190000050F00000000000000 : 00 : 0011 : FFFC
[prim 0x0002] Expression (Stack Object's motive Energy := Literal 0x0019)

     0011 : 0002 : 0F00CEFF00010F00000000000000 : 00 : 0012 : 0013
[prim 0x0002] Expression (Stack Object's motive Fun < Literal 0xFFCE)

     0012 : 0002 : 0F00F6FF00050F00000000000000 : 00 : 0013 : FFFC
[prim 0x0002] Expression (Stack Object's motive Fun := Literal 0xFFF6)

     0013 : 0002 : 0700BAFF00010F00000000000000 : 00 : 0014 : 0015
[prim 0x0002] Expression (Stack Object's motive Hunger < Literal 0xFFBA)

     0014 : 0002 : 0700F1FF00050F00000000000000 : 00 : 0015 : FFFC
[prim 0x0002] Expression (Stack Object's motive Hunger := Literal 0xFFF1)

     0015 : 0002 : 0800BAFF00010F00000000000000 : 00 : 0016 : 0017
[prim 0x0002] Expression (Stack Object's motive Hygiene < Literal 0xFFBA)

     0016 : 0002 : 0800F1FF00050F00000000000000 : 00 : 0017 : FFFC
[prim 0x0002] Expression (Stack Object's motive Hygiene := Literal 0xFFF1)

     0017 : 0002 : 0E00CEFF00010F00000000000000 : 00 : 0018 : 0006
[prim 0x0002] Expression (Stack Object's motive Social < Literal 0xFFCE)

     0018 : 0002 : 0E00ECFF00050F00000000000000 : 00 : 0006 : FFFC
[prim 0x0002] Expression (Stack Object's motive Social := Literal 0xFFEC)

     0019 : 0012 : 0000020000000000000000000000 : 00 : 001A : 001A
[prim 0x0012] Remove Object Instance (Me)

     001A : 0118 : 2C01000000000000000000000000 : 01 : 0019 : FFFC
[global 0x0118] Idle (0x012C)

Am I missing something? Just wondering if someone can verify that the code is the same, and thus nouniprotect is no longer required? Or maybe I'm totally blind and I'm missing something. I did a side by side comparison with a text diffing type tool...

Ste
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Re: No Uni Invulnerability For Dormies
« Reply #61 on: 2006 September 28, 00:44:28 »
THANKS THIS IS GREAT

Code:
hack:

###########################
# Group = 0x7F175BF9

###
# Group = 0x7F175BF9, Instance = 0x101F
# Title = Function - Main - NPC Motives
#
# Format = 8007, Params = 0, Locals = 0
# Tree type = 0, Header flag = 4, Tree version = FFFF800C (-32756)

     0: Idle(3); true: 1, false: 1
     1: Global(Game Edition) Flag Set? 2; true: 2, false: 19
     2: Lot - Is Dorm? - EP1; true: 4, false: 3
     3: Lot - Is Frat? - EP1; true: 4, false: 19
     4: Idle(150 (0x96)); true: 4, false: 5
     5: Stack Object := 0; true: 6, false: 6
     6: Set to Next: person; true: 7, false: 4
     7: stack obj's person data Selection Flags (0x9E) Flag Set? Selectable(Shown in Skewer); true: 6, false: 8
     8: Lot - Is Dorm? - EP1; true: A, false: 9
     9: College - Is NID a Frat Member?(stack obj's person data neighbor id (0x1F), Global(Current House)); true: B, false: 6
     A: College - Have Key?(stack obj's person data neighbor id (0x1F), Global(Current House), -1 (0xFFFF)); true: B, false: 6
     B: stack obj's motives Bladder (0x9) < -69 (0xFFBB); true: C, false: D
     C: stack obj's motives Bladder (0x9) := -15 (0xFFF1); true: D, false: D
     D: stack obj's motives Comfort (0x6) < -69 (0xFFBB); true: E, false: F
     E: stack obj's motives Comfort (0x6) := -15 (0xFFF1); true: F, false: F
     F: stack obj's motives Energy (0x5) > -40 (0xFFD8); true: 11, false: 10
    10: stack obj's motives Energy (0x5) := 25 (0x19); true: 11, false: 11
    11: stack obj's motives Fun (0xF) < -50 (0xFFCE); true: 12, false: 13
    12: stack obj's motives Fun (0xF) := -10 (0xFFF6); true: 13, false: 13
    13: stack obj's motives Hunger (0x7) < -70 (0xFFBA); true: 14, false: 15
    14: stack obj's motives Hunger (0x7) := -15 (0xFFF1); true: 15, false: 15
    15: stack obj's motives Hygiene (0x8) < -70 (0xFFBA); true: 16, false: 17
    16: stack obj's motives Hygiene (0x8) := -15 (0xFFF1); true: 17, false: 17
    17: stack obj's motives Social (0xE) < -50 (0xFFCE); true: 18, false: 6
    18: stack obj's motives Social (0xE) := -20 (0xFFEC); true: 6, false: 6
    19: Remove Object Instance: Me; true: 1A, false: 1A
    1A: Idle(300 (0x12C)); true: 19, false: 19
   
Maxis:

###
# Group = 0x7F175BF9, Instance = 0x101F
# Title = Function - Main - NPC Motives
#
# Format = 8007, Params = 0, Locals = 0
# Tree type = 0, Header flag = 4, Tree version = FFFF800C (-32756)

     0: Idle(3); true: D, false: error
     1: stack obj's motives Hygiene (0x8) := -15 (0xFFF1); true: 19, false: error
     2: Idle(150 (0x96)); true: 3, false: error
     3: Stack Object := 0; true: 4, false: error
     4: Set to Next: person; true: 12, false: 2
     5: stack obj's motives Bladder (0x9) < -69 (0xFFBB); true: 6, false: 7
     6: stack obj's motives Bladder (0x9) := -15 (0xFFF1); true: 7, false: error
     7: stack obj's motives Comfort (0x6) < -69 (0xFFBB); true: 8, false: 9
     8: stack obj's motives Comfort (0x6) := -15 (0xFFF1); true: 9, false: error
     9: stack obj's motives Energy (0x5) > -40 (0xFFD8); true: B, false: A
     A: stack obj's motives Energy (0x5) := 25 (0x19); true: B, false: error
     B: stack obj's motives Fun (0xF) < -50 (0xFFCE); true: C, false: 16
     C: stack obj's motives Fun (0xF) := -10 (0xFFF6); true: 16, false: error
     D: Global(Game Edition) Flag Set? 2; true: 10, false: E
     E: Remove Object Instance: Me; true: F, false: F
     F: Idle(300 (0x12C)); true: E, false: error
    10: Lot - Is Dorm? - EP1; true: 2, false: 11
    11: Lot - Is Frat? - EP1; true: 2, false: E
    12: stack obj's person data Selection Flags (0x9E) Flag Set? Selectable(Shown in Skewer); true: 4, false: 13
    13: Lot - Is Dorm? - EP1; true: 14, false: 15
    14: College - Have Key?(stack obj's person data neighbor id (0x1F), Global(Current House), -1 (0xFFFF)); true: 5, false: 4
    15: College - Is NID a Frat Member?(stack obj's person data neighbor id (0x1F), Global(Current House)); true: 5, false: 4
    16: stack obj's motives Hunger (0x7) < -70 (0xFFBA); true: 17, false: 18
    17: stack obj's motives Hunger (0x7) := -15 (0xFFF1); true: 18, false: error
    18: stack obj's motives Hygiene (0x8) < -70 (0xFFBA); true: 1, false: 19
    19: stack obj's motives Social (0xE) < -50 (0xFFCE); true: 1A, false: 4
    1A: stack obj's motives Social (0xE) := -20 (0xFFEC); true: 4, false: error

Little easier with disaSim.  Tongue
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Re: No Uni Invulnerability For Dormies
« Reply #62 on: 2006 September 28, 04:00:37 »
THANKS THIS IS GREAT

Actually also did a comparison after using disasim, and I couldn't see a difference. I just went into SimPE after, so that I could move the lines around in the object.package so they match Pescados, but didn't change any of the opcode/operands themselves. Just sorted the order. And I could swear it doesn't look different...

I must be totally blind. Huh

Ste

ETA:
nouniprotect:
Code:
###########################
# Group = 0x7F175BF9

###
# Group = 0x7F175BF9, Instance = 0x101F
# Title = Function - Main - NPC Motives
#
# Format = 8007, Params = 0, Locals = 0
# Tree type = 0, Header flag = 4, Tree version = FFFF800C (-32756)

     0: Idle(3); true: 1, false: 1
     1: Global(Game Edition) Flag Set? 2; true: 2, false: 19
     2: Lot - Is Dorm? - EP1; true: 4, false: 3
     3: Lot - Is Frat? - EP1; true: 4, false: 19
     4: Idle(150 (0x96)); true: 4, false: 5
     5: Stack Object := 0; true: 6, false: 6
     6: Set to Next: person; true: 7, false: 4
     7: stack obj's person data Selection Flags (0x9E) Flag Set? Selectable(Shown in Skewer); true: 6, false: 8
     8: Lot - Is Dorm? - EP1; true: A, false: 9
     9: College - Is NID a Frat Member?(stack obj's person data neighbor id (0x1F), Global(Current House)); true: B, false: 6
     A: College - Have Key?(stack obj's person data neighbor id (0x1F), Global(Current House), -1 (0xFFFF)); true: B, false: 6
     B: stack obj's motives Bladder (0x9) < -69 (0xFFBB); true: C, false: D
     C: stack obj's motives Bladder (0x9) := -15 (0xFFF1); true: D, false: D
     D: stack obj's motives Comfort (0x6) < -69 (0xFFBB); true: E, false: F
     E: stack obj's motives Comfort (0x6) := -15 (0xFFF1); true: F, false: F
     F: stack obj's motives Energy (0x5) > -40 (0xFFD8); true: 11, false: 10
    10: stack obj's motives Energy (0x5) := 25 (0x19); true: 11, false: 11
    11: stack obj's motives Fun (0xF) < -50 (0xFFCE); true: 12, false: 13
    12: stack obj's motives Fun (0xF) := -10 (0xFFF6); true: 13, false: 13
    13: stack obj's motives Hunger (0x7) < -70 (0xFFBA); true: 14, false: 15
    14: stack obj's motives Hunger (0x7) := -15 (0xFFF1); true: 15, false: 15
    15: stack obj's motives Hygiene (0x8) < -70 (0xFFBA); true: 16, false: 17
    16: stack obj's motives Hygiene (0x8) := -15 (0xFFF1); true: 17, false: 17
    17: stack obj's motives Social (0xE) < -50 (0xFFCE); true: 18, false: 6
    18: stack obj's motives Social (0xE) := -20 (0xFFEC); true: 6, false: 6
    19: Remove Object Instance: Me; true: 1A, false: 1A
    1A: Idle(300 (0x12C)); true: 19, false: 19


Maxis:
Code:
###########################
# Group = 0x7F175BF9

###
# Group = 0x7F175BF9, Instance = 0x101F
# Title = Function - Main - NPC Motives
#
# Format = 8009, Params = 0, Locals = 0
# Tree type = 0, Header flag = 0, Tree version = FFFF800C (-32756), Cache flags = 0

     0: Idle(3); true: 1, false: error
     1: Global(Game Edition) Flag Set? 2; true: 2, false: 19
     2: Lot - Is Dorm? - EP1; true: 4, false: 3
     3: Lot - Is Frat? - EP1; true: 4, false: 19
     4: Idle(150 (0x96)); true: 5, false: error
     5: Stack Object := 0; true: 6, false: error
     6: Set to Next: person; true: 7, false: 4
     7: stack obj's person data Selection Flags (0x9E) Flag Set? Selectable(Shown in Skewer); true: 6, false: 8
     8: Lot - Is Dorm? - EP1; true: A, false: 9
     9: College - Is NID a Frat Member?(stack obj's person data neighbor id (0x1F), Global(Current House)); true: B, false: 6
     A: College - Have Key?(stack obj's person data neighbor id (0x1F), Global(Current House), -1 (0xFFFF)); true: B, false: 6
     B: stack obj's motives Bladder (0x9) < -69 (0xFFBB); true: C, false: D
     C: stack obj's motives Bladder (0x9) := -15 (0xFFF1); true: D, false: error
     D: stack obj's motives Comfort (0x6) < -69 (0xFFBB); true: E, false: F
     E: stack obj's motives Comfort (0x6) := -15 (0xFFF1); true: F, false: error
     F: stack obj's motives Energy (0x5) > -40 (0xFFD8); true: 11, false: 10
    10: stack obj's motives Energy (0x5) := 25 (0x19); true: 11, false: error
    11: stack obj's motives Fun (0xF) < -50 (0xFFCE); true: 12, false: 13
    12: stack obj's motives Fun (0xF) := -10 (0xFFF6); true: 13, false: error
    13: stack obj's motives Hunger (0x7) < -70 (0xFFBA); true: 14, false: 15
    14: stack obj's motives Hunger (0x7) := -15 (0xFFF1); true: 15, false: error
    15: stack obj's motives Hygiene (0x8) < -70 (0xFFBA); true: 16, false: 17
    16: stack obj's motives Hygiene (0x8) := -15 (0xFFF1); true: 17, false: error
    17: stack obj's motives Social (0xE) < -50 (0xFFCE); true: 18, false: 6
    18: stack obj's motives Social (0xE) := -20 (0xFFEC); true: 6, false: error
    19: Remove Object Instance: Me; true: 1A, false: 1A
    1A: Idle(300 (0x12C)); true: 19, false: error
« Last Edit: 2006 September 28, 04:28:01 by syberspunk » Logged

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Re: No Uni Invulnerability For Dormies
« Reply #63 on: 2006 September 28, 07:23:11 »
THANKS THIS IS GREAT

Maybe I'm blind too. Didn't spot this right away:

Code:
original:

     3: Lot - Is Frat? - EP1; true: 4, false: 19
     4: Idle(150 (0x96)); true: 5, false: error
     5: Stack Object := 0; true: 6, false: error
 
hack:

     3: Lot - Is Frat? - EP1; true: 4, false: 19
     4: Idle(150 (0x96)); true: 4, false: 5
     5: Stack Object := 0; true: 6, false: 6

Pescado has a silly sense of humor.  Tongue
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Re: No Uni Invulnerability For Dormies
« Reply #64 on: 2006 September 28, 17:34:53 »
THANKS THIS IS GREAT

Ah... er... weird then. So, does Idle Ever return false? And if it doesn't... then that means this code is Never run, and it basically just idles all the time?

Hrm... ok. Thanks for pointing that out. I stared at it for a loooong time, and since most of the changes just involved setting the return false to the same value as return true, instead of returning an error, my eyes/mind must have just glossed over that detail there. Tongue

Ste
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Re: No Uni Invulnerability For Dormies
« Reply #65 on: 2006 November 02, 21:28:06 »
THANKS THIS IS GREAT

A bit of necromancy...  Any cance you could track down and stompinate the PIP window of dormies passing out?  I already know they're droping like flies, I don't need a pop-up to tell me.
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Re: No Uni Invulnerability For Dormies
« Reply #66 on: 2006 November 03, 00:38:10 »
THANKS THIS IS GREAT

I thought that window was there so you could send your sims to point and laugh.
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Re: No Uni Invulnerability For Dormies
« Reply #67 on: 2006 November 03, 01:12:52 »
THANKS THIS IS GREAT

Hrm. I think you need to add features so that sims will actually walk over and point and laugh, at least depending on personality. Right now, all they do is pretty much ignore them and step over them. Occassionally, when they actually notice them, they might stop and worry. Tongue

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Re: No Uni Invulnerability For Dormies
« Reply #68 on: 2006 November 03, 01:18:34 »
THANKS THIS IS GREAT

Oh, yeah. I forgot you don't have that feature. All I have to do is click on the target sim and choose "Point and laugh at".
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Re: No Uni Invulnerability For Dormies
« Reply #69 on: 2006 November 03, 02:14:03 »
THANKS THIS IS GREAT

It's probably something conflicting, but I'm not sure what, and the hack scanner doesn't show anything, but ever since I installed Pets, the dormies pass out standing up, no matter where they are or how much room they have.  They don't fall to the floor anymore.

Any ideas what I should look for that could cause this?
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Re: No Uni Invulnerability For Dormies
« Reply #70 on: 2006 November 03, 15:15:05 »
THANKS THIS IS GREAT

I had a problem with a dormie coming home from class and passing out right at the portal, blocking the way for one of my playables trying to get to his exam.  I had to move her with moveobjects on to get my sim to his final.
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Re: No Uni Invulnerability For Dormies
« Reply #71 on: 2006 November 03, 15:48:45 »
THANKS THIS IS GREAT

I was having that problem.  I solved it by putting a speaker on the outside wall - the noise woke up any dormies who passed out at the portal.
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<br />Also, thank god for Google spellcheck. Otherwise, this post would be intelligible. <br />
<br />Declared \\\\\\\"Male\\\\\\\" by Pescado on 8th April, 2009
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