Difference between revisions of "0x002D"
From SimsWiki
MogHughson (Talk | contribs) (→Use) |
MogHughson (Talk | contribs) |
||
| Line 36: | Line 36: | ||
|- | |- | ||
|7 - 15||colspan="2"|Unused? | |7 - 15||colspan="2"|Unused? | ||
| + | |} | ||
| + | |||
| + | ==Literal Routing Slots== | ||
| + | There are a number of literal routing slots. Here is my best guess of what they might mean. | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | !Global Routing<br>Slot Number!!Description!!Will Sim look<br>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 | ||
|} | |} | ||
Latest revision as of 19:11, 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 | 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 |