Difference between revisions of "0x002D"
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|5 - 15||colspan="2"|Unused? | |5 - 15||colspan="2"|Unused? | ||
| + | |} | ||
| + | |||
| + | ==Global Routing Slots== | ||
| + | There are a number of global routing slots. Here is my best guess of what they might mean. | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | !Global Routing<br>Slot Number!!Description!!Number of positions<br>before failure reported!!Video Link | ||
| + | |- | ||
| + | |0||Outward spiralling (clockwise) pattern starting close to, and in front of starting point object.||20|| | ||
| + | |- | ||
| + | |1||Outward spiralling (clockwise) pattern starting close to, and in front of starting point object.||4|| | ||
| + | |- | ||
| + | |2||Outward spiralling (clockwise) pattern starting close to, and in front of starting point object.||52|| | ||
| + | |- | ||
| + | |3||Outward spiralling (clockwise) pattern starting close to, and in front of starting point object.<br>Not sure what the difference between this one and number 2 is||52|| | ||
| + | |- | ||
| + | |4||Outward spiralling (clockwise) pattern starting close to, and in front of starting point object.<br>Not sure what the difference between this one and number 1 is||4|| | ||
| + | |- | ||
| + | |5||Only the tile behind the starting point object||1|| | ||
| + | |- | ||
| + | |6||Outward spiralling (clockwise) pattern starting 1 tile away from, and in front of starting point object.||48|| | ||
| + | |- | ||
| + | |7||Very tight, multi-positions per tile, on the surrounding 4 tiles only.||18|| | ||
| + | |- | ||
| + | |8||Many, many possible positions, not just centre of tile, in a circle around 2 tiles in diameter from the starting point object.||50|| | ||
| + | |- | ||
| + | ||9||Outward spiralling (clockwise) pattern starting 1 tile away from, and in front of starting point object.<br>Not sure what the difference between this one and number 6 is||48|| | ||
| + | |- | ||
| + | ||10||Outward spiralling (clockwise) pattern starting 1 tile away from, and in front of starting point object.<br>Not sure what the difference between this one and number 6 is||48|| | ||
| + | |- | ||
| + | ||11||Positions very far away from object.||24|| | ||
| + | |- | ||
| + | ||12||Outward spiralling (clockwise) tight pattern starting close to, and in front of starting point object.||50|| | ||
| + | |- | ||
| + | ||13||Outward spiralling (clockwise) tight pattern starting close to, and in front of starting point object.<br>Not sure what the difference between this one and number 12 is||50|| | ||
| + | |- | ||
| + | ||14||Outward spiralling (clockwise) pattern starting close to, and in front of starting point object.<br>Not sure what the difference between this one and number 1 is||4|| | ||
| + | |- | ||
| + | ||15||Only the tile to the right of the starting point object||1|| | ||
| + | |- | ||
| + | ||16||Only the tile to the left of the starting point object||1|| | ||
| + | |- | ||
| + | ||17||Only tiles to the front of the starting point object||5|| | ||
|} | |} | ||
Revision as of 13:51, 1 February 2010
| Go To Routing Slot | ||
|---|---|---|
| OpCode: | 0x002D | |
| Game Version: | The Sims 2 | |
Contents |
Overview
This primitive provides a way to move a Sim to a location inside the simulation from SimAntics.
Use
There is no instruction wizard for this instruction, so the following table details the meaning of each of the operands.
| Operand | Description | Operand Values |
|---|---|---|
| 0 & 1 | qualifiers on the variable from operand 2, eg. Local(0xnnnn) | |
| 2 | Slot | 00: Param 0x0000 (see operands 0 & 1) 01: Literal 0x0000 (see operands 0 & 1) 02: global 0x0000 (see operands 0 & 1) 03: Local 0x0000 (see operands 0 & 1) |
| 3 | Unused? | |
| 4 - bit 1 | Controls "no failure trees" | off: False on: True |
| 4 - bit 2 | Slot uses Temp 0x0000 (see operands 0 & 1) Why this is not part of operand 2 I don't know | |
| 4 - bit 3 | Controls "ignore dest obj footprint" | off: False on: True |
| 4 - bit 4 | Controls "allow different altitudes" | off: False on: True |
| 5 - 15 | Unused? | |
Global Routing Slots
There are a number of global routing slots. Here is my best guess of what they might mean.
| Global Routing Slot Number |
Description | Number of positions before failure reported |
Video Link |
|---|---|---|---|
| 0 | Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. | 20 | |
| 1 | Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. | 4 | |
| 2 | Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. | 52 | |
| 3 | Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. Not sure what the difference between this one and number 2 is |
52 | |
| 4 | Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. Not sure what the difference between this one and number 1 is |
4 | |
| 5 | Only the tile behind the starting point object | 1 | |
| 6 | Outward spiralling (clockwise) pattern starting 1 tile away from, and in front of starting point object. | 48 | |
| 7 | Very tight, multi-positions per tile, on the surrounding 4 tiles only. | 18 | |
| 8 | Many, many possible positions, not just centre of tile, in a circle around 2 tiles in diameter from the starting point object. | 50 | |
| 9 | Outward spiralling (clockwise) pattern starting 1 tile away from, and in front of starting point object. Not sure what the difference between this one and number 6 is |
48 | |
| 10 | Outward spiralling (clockwise) pattern starting 1 tile away from, and in front of starting point object. Not sure what the difference between this one and number 6 is |
48 | |
| 11 | Positions very far away from object. | 24 | |
| 12 | Outward spiralling (clockwise) tight pattern starting close to, and in front of starting point object. | 50 | |
| 13 | Outward spiralling (clockwise) tight pattern starting close to, and in front of starting point object. Not sure what the difference between this one and number 12 is |
50 | |
| 14 | Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. Not sure what the difference between this one and number 1 is |
4 | |
| 15 | Only the tile to the right of the starting point object | 1 | |
| 16 | Only the tile to the left of the starting point object | 1 | |
| 17 | Only tiles to the front of the starting point object | 5 |