Difference between revisions of "Sims 2 My"
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There are lots of fields here that can be accessed through the '''My''' or '''Stack Object's''' [[Sims 2 Variables|variable]]. | There are lots of fields here that can be accessed through the '''My''' or '''Stack Object's''' [[Sims 2 Variables|variable]]. | ||
− | + | ===graphic (0x0000)=== | |
− | + | This is a number which represents the model or mesh that the object is currently using / made of. For example, love letters are cards when set upon a table, but envelopes when on the floor – two different meshes. The names of these meshes are taken from Text List (STR#) resource 0x00000085 (see [[STR#STR.23|String Resources]] for all the different Text List usages) and this attribute contains the number which points at the correct string. | |
− | + | ||
− | + | ||
− | + | ||
Of course, in general you don't see '''graphic''' being set-up unless an object has multiple meshes to choose between. This is because the default graphic is used. This is set in the [[OBJD##RAW_Data_-_Resource_cross-refs|OBJD Resource, RAW Data section, Resource cross-refs]] | Of course, in general you don't see '''graphic''' being set-up unless an object has multiple meshes to choose between. This is because the default graphic is used. This is set in the [[OBJD##RAW_Data_-_Resource_cross-refs|OBJD Resource, RAW Data section, Resource cross-refs]] | ||
− | + | ||
− | + | [[Image:DirectionAttribute.jpg|thumb|200px|right|The value of direction]] | |
− | + | ===direction (0x0001)=== | |
− | + | An object's direction is recorded as one of 8 points on a compass, with numeric values assigned to represent each point as per the diagram. | |
− | + | ||
− | + | ===container id (0x0002)=== | |
− | + | Some objects must be on or in something, for example, the coffee maker must be on a counter. The counter would be represented by the container id. | |
− | + | ||
+ | ===slot number (0x0003)=== | ||
+ | |||
+ | ===allowed height flags (0x0004)=== | ||
+ | See [http://www.modthesims.info/showthread.php?p=693391 Modding Infocentre - Changing the object Placement] for more details. Using the constant instead of the literal value is a good way to ensure you are picking the correct numbers and also helps to make your code readable when you come back to it later. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|0x0101:0x0C||12||Driveway|| | |0x0101:0x0C||12||Driveway|| | ||
|} | |} | ||
− | + | ||
− | + | ||
− | + | ===all adjancency flags (0x0005)=== | |
− | + | ||
− | + | ===Stop Base Interaction (0x0006)=== | |
− | + | ||
− | + | ===Niceness Score (0x0007)=== | |
− | + | ||
+ | ===flags (0x0008)=== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
− | + | ===footprint index (0x0009)=== | |
− | + | ||
− | + | ===route penalty (0x000A)=== | |
− | + | ||
− | + | ===object id(0x000B)=== | |
− | + | The run-time ID that represents this object or Sim. | |
− | + |
Latest revision as of 13:06, 4 December 2011
There are lots of fields here that can be accessed through the My or Stack Object's variable.
[edit] graphic (0x0000)
This is a number which represents the model or mesh that the object is currently using / made of. For example, love letters are cards when set upon a table, but envelopes when on the floor – two different meshes. The names of these meshes are taken from Text List (STR#) resource 0x00000085 (see String Resources for all the different Text List usages) and this attribute contains the number which points at the correct string.
Of course, in general you don't see graphic being set-up unless an object has multiple meshes to choose between. This is because the default graphic is used. This is set in the OBJD Resource, RAW Data section, Resource cross-refs
[edit] direction (0x0001)
An object's direction is recorded as one of 8 points on a compass, with numeric values assigned to represent each point as per the diagram.
[edit] container id (0x0002)
Some objects must be on or in something, for example, the coffee maker must be on a counter. The counter would be represented by the container id.
[edit] slot number (0x0003)
[edit] allowed height flags (0x0004)
See Modding Infocentre - Changing the object Placement for more details. Using the constant instead of the literal value is a good way to ensure you are picking the correct numbers and also helps to make your code readable when you come back to it later.
Constant | Value | Name | Description |
---|---|---|---|
0x0101:0x01 | 2 | low table | An object with this flag set, can be placed on these types of surfaces |
0x0101:0x02 | 3 | table | |
0x0101:0x03 | 4 | On Counter | |
0x0101:0x04 | 1 | ground | |
0x0101:0x05 | 5 | non standard | Placeable on a Sim?? |
0x0101:0x06 | 6 | in hand | |
0x0101:0x07 | 7 | sitting | |
0x0101:0x08 | 8 | end table | An object with this flag set, can be placed on this type of surface |
0x0101:0x09 | 9 | In Counter | |
0x0101:0x0A | 10 | Under Counter | |
0x0101:0x0B | 11 | Decorative | For example mantles |
0x0101:0x0C | 12 | Driveway |
[edit] all adjancency flags (0x0005)
[edit] Stop Base Interaction (0x0006)
[edit] Niceness Score (0x0007)
[edit] flags (0x0008)
Hex # | Name | Description |
---|---|---|
0x01 | can be stepped over | |
0x02 | allow object intersection | |
0x03 | allow object and person interaction | |
0x04 | can walk | |
0x05 | allow person interaction | |
0x06 | in use | |
0x07 | notified by idle for input | |
0x08 | Do NOT Use Maya Model Footprint | See Tutorial:Fixing the footprint (or "stop walking through my object!") |
0x09 | chair facing | |
0x0A | burning | |
0x0B | hide for cutaway | When you choose to play with either cut-away walls or walls that are completely hidden, objects with this flag set will be hidden. |
0x0C | unused - was fireproof | |
0x0D | Remove Floor | |
0x0E | Add floor if required | |
0x0F | Hide Floor | |
0x10 | Lightning strikeable |
[edit] footprint index (0x0009)
[edit] route penalty (0x000A)
[edit] object id(0x000B)
The run-time ID that represents this object or Sim.