Difference between revisions of "0x002D"

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|7 -  15||colspan="2"|Unused?
 
|7 -  15||colspan="2"|Unused?
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==Literal Routing Slots==
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There are a number of literal routing slots. Here is my best guess of what they might mean.
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{| class="wikitable"
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|-
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!Global Routing<br>Slot Number!!Description!!Will Sim look<br>for place to sit down
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|0||In front of object, quite close||Yes
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|1||In front of object, quite close||Yes
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|2||In front of object, quite close||Yes
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|-
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|3||
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|4||Quite far back||No
 
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Latest revision as of 14:11, 30 November 2011

Go To Routing Slot
OpCode:0x002D
Game Version:The Sims 2


Contents

[edit] Overview

This primitive provides a way to move a Sim to a location inside the simulation from SimAntics.

[edit] Use

There is no instruction wizard for this instruction, so the following table details the meaning of each of the operands.

Operand editing
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 Seen value Operand 5 = xE0 Operand 6 = x0B which appear to mean "sit down once you have routed there".|
6
7 - 15 Unused?

[edit] Literal Routing Slots

There are a number of literal routing slots. Here is my best guess of what they might mean.

Global Routing
Slot Number
Description Will Sim look
for place to sit down
0 In front of object, quite close Yes
1 In front of object, quite close Yes
2 In front of object, quite close Yes
3
4 Quite far back No

[edit] 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 GR-0
1 Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. 4 GR-1
2 Outward spiralling (clockwise) pattern starting close to, and in front of starting point object. 52 GR-2
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 GR-3
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 GR-4
5 Only the tile behind the starting point object 1 GR-5
6 Outward spiralling (clockwise) pattern starting 1 tile away from, and in front of starting point object. 48 GR-6
7 Very tight, multi-positions per tile, on the surrounding 4 tiles only. 18 GR-7
8 Many, many possible positions, not just centre of tile, in a circle around 2 tiles in diameter from the starting point object. 50 GR-8
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 GR-9
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 GR-10
11 Positions very far away from object. 24 GR-11
12 Outward spiralling (clockwise) tight pattern starting close to, and in front of starting point object. 50 GR-12
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 GR-13
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 GR-14
15 Only the tile to the right of the starting point object 1 GR-15
16 Only the tile to the left of the starting point object 1 GR-16
17 Only tiles to the front of the starting point object 5 GR-17

[edit] See also

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