I'm creating 4-tile sliding doors that match the large base game windows, but the sim routes through the center when they should route through the left where the door opens. I tried changing the rig position to X = -1 instead of X = 0 both in blender and S4S but it didn't change anything. How can I force the sim to pass through the left not through the center of the door?
Another thing is: how can I extend the footprint squares when placing the object in Buy Mode to 4 tiles instead of 2 (the original door I cloned was a 2-tile door)? The footprint itself is already correct (if you try to place other doors/windows in the square most to the right or most to the left they will intersect) but the squares that show up when placing it in Buy Mode is not.
Post by menaceman44 on Jan 4, 2018 13:53:35 GMT -5
I don't think I'm going to be of any help on this occassion I'm afriad. You've done everything to the slots that I'd have thought of. Perhaps brujah could be of more help? He's worked with custom sliding doors already.
About the routing, I'm not really sure what I need to put in the script. I don't know much about scripting, I've only done it once to add an interaction to terrain in a previous mod I made. I tried to give a look on how you did your script for the sliding doors you made but there was only a .pyo file and no .py file so I couldn't open it.
def _get_positions(self): pos = self.transform.translation orient = self.transform.orientation offset = orient.transform_vector(sims4.math.Vector3(0.0, 0.0, 0.3)) offset1 = orient.transform_vector(sims4.math.Vector3(0.465, 0.0, 0.0)) #This is my added variable cross = orient.transform_vector(sims4.math.Vector3(0.05, 0.0, 0.0)) p0 = pos + offset - offset1 #I applied it here, This is the front p1 = pos - offset - offset1 #And here, This is the back p0.y = terrain.get_lot_level_height(p0.x, p0.z, self.routing_surface.secondary_id, self.routing_surface.primary_id) p1.y = terrain.get_lot_level_height(p1.x, p1.z, self.routing_surface.secondary_id, self.routing_surface.primary_id) return (p0, p1, cross)
I basically copied the entire door.py and tweaked it with my own class name and replaced the __qualname__ as well. Anywhere the original class name was mentioned I changed it to the new class name. For example in the door.py:
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