[ARCHIVE] SimAntics & World Development

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Why would you ever have switchable graphics on a desktop??? That's got to be the dumbest idea I've ever heard. Do you mean "i can take my graphics card out and use the intel card" ?
 
Okay, there may be something wrong with onlinejobs? Just a hunch... upload_2015-7-24_18-42-10.png

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So I fixed that, and people are coming in the restaurant. I asked this fine person how they were doing and got this witty response:
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Nice one. Too bad she had to sit at the table that failed to spawn...
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Excellent choice sir. I'll tell you a secret; that's my favourite dish too! Who doesn't enjoy a (DynamicStringLocal):0:36 every once in a while?
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By this point all the patrons are getting impatient. "Where's my food!" they all cry at once, by perfoming disruptive socials while in their seats. The chef apparently can't take it and manages to place a plate of food he cooked through the table instead of on it. This of course completely breaks the universe.
 
Rhys said:
Okay, there may be something wrong with onlinejobs? Just a hunch..
Job controller and other objects are bein generated??

Rhys said:
Excellent choice sir. I'll tell you a secret; that's my favourite dish too! Who doesn't enjoy a (DynamicStringLocal):0:36 every once in a while?
Wow thats something missing, DynamicStringLocal, do you have seen that before??
 

It was all going great until I couldn't give someone a meal, and the entire building caught on fire...

The SimAntics engine is in a good enough state now to run the online jobs in a semi-playable state. In a few days time you'll be able to play the restaurant and robot factory jobs offline, as a kind of "demo" before we go live.

The reason I'm working on these now and not later is because they use all the most complicated parts of SimAntics constantly, specifically NPCs, abuse of object to object interaction and Call Tree by Name. All of the issues I've fixed so far most likely fix bugs in the other game objects, so it's not really like I'm "skipping ahead" or anything.
 
OK, I fixed the Check tree for Give Food, but the Action tree seems to want the food's object ID as a parameter, and afaik interactions can't receive parameters under any normal circumstance. The ID it wants is the object in the sim's slot (carrying), but it acts as if it might not be as a check indicates later (checks if the object in the parameter is being held by the sim). The ID could also be provided by "local #4" from the check tree, but there's no way that can be a reliable rule for this.

There's the interaction mask flag "Available when carrying" that might trigger this behaviour. I also don't implement checks that would normally stop you from doing things while carrying things...
 
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