0x002D
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Revision as of 12:51, 1 February 2010 by MogHughson (Talk | contribs)
Go To Routing Slot | ||
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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 |
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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 |