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Post by menaceman44 on Jul 15, 2016 15:15:35 GMT -5
Is there any way to make a hidden object show in the debug catalogue with a cost of nothing? I want to make the OR insect spawners available in the debug catalogue, as currently they do not appear there. The only way I can get them to show in the catalogue at all, currently, is by giving them a price of 1 simoleon and tagging them for certain lot types. I took a look at the OR fishing signs that DO show in Debug and set the DevCategoryFlags to the same value of 000000B0 but it didn't make them show.
I think I've figured it out now! I've got the first one showing in debug when the cheat is entered and hidden at all other times.
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Post by brittpinkiesims on Aug 26, 2016 19:22:43 GMT -5
How do we go about doing the reverse: making a regular object locked? For example, I'm adding in some objects for my next custom event, and I want them to be locked until someone wins Gold at the party. How would I go about doing that?
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Post by anska on Aug 27, 2016 7:01:45 GMT -5
Just guessing, but I'd assume that it's done through the GameplayLockedDescription and GameplayUnlockedDescriptionKey in the Common Section of the Object Catalog.
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Post by brittpinkiesims on Aug 28, 2016 0:17:14 GMT -5
Just guessing, but I'd assume that it's done through the GameplayLockedDescription and GameplayUnlockedDescriptionKey in the Common Section of the Object Catalog. Yes, Anska, that was exactly what I was looking for! Thank you so much <3
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Post by mrmonty96 on Oct 10, 2016 12:31:12 GMT -5
I have made one of the debug tree guards buyable but when I try to place it on a lot it says "script call failed". Help please
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Post by Bakie on Oct 10, 2016 16:34:40 GMT -5
I have made one of the debug tree guards buyable but when I try to place it on a lot it says "script call failed". Help please Could you share your package file? Then someone can have a look and find out what's the problem with it.
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Post by mrmonty96 on Oct 11, 2016 12:53:29 GMT -5
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Post by Bakie on Oct 12, 2016 4:40:27 GMT -5
Thank you mrmonty96 I just took a look and started with testing it in game. First thing I noticed, is when using the Search bar to find the item is that it opens the rooms. Though it probably should lead me to the tree section. So when taking a look at the tags you gave the item in Studio, I saw you also checked some room tags. I think you're intention was maybe to give it some Venue tags? Anyway, if you delete those room tags, the item will get found in the tree section as it supposed to do. (I tested that ) As for the script failure, I couldn't get it to work either with your package file. So I started from the beginning with a new object and then it did work! So this is what I did: It has to be said that this tutorial is a bit outdated as there's now a debug checkbox in the screen where you select the item you want to clone/override. Though that's the only thing that changed from now I think. (I will notify Orangemittens that this tutorial needs a tiny update) My steps: - As this object is already in game (Inside some neighbourhoods), I choose override and clicked the object button. - I checked the "Show Debug Objects" checkbox and found the tree guard nearly at the top of the thumbnail list. (You can also find it by typing 0E6A into the search bar) - Select it and click next and save it like you did before. - Change the title, description and price. - Click the Tag tab and in the build section uncheck "Worldobject" and check "tree" - As you gave it a color tag too in your own package, you can do that again of course. Then click the warehouse tab and do everything like in the tutorial, so: - Click the Object Catalog line - Change the last 2 digits of DevCatogaryFlags to 80 Now save your package file and test it out in game. (In my case it showed up in the tree section and without showing the script failure. If you have any more questions, please ask.
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Post by mrmonty96 on Oct 14, 2016 13:12:44 GMT -5
Thank you very much Bakie! Hopefully you'll be seeing it on modthesims soon.
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Post by Deleted on Dec 13, 2016 21:47:28 GMT -5
Hey Orangemittens Jeez just started to dig deeper into the S4S Studio (newest Harmony Version) . I'm working currently on a basegame (using only basegame items) "Sci-Fi/Futuristic Theme". I do recolor those - need to learn how to work with meshes in Blender - meh next year . But back to my topic I found some cool debug items which fit the vibe. Now I wonder where is that line as described "DevCategoryFlags" I see only the String Table with not that much options - has that moved? If so could please update this tutorial Or do I oversee here something? I want to make the items buyable and show up in the categories I tagged. Thank you cutie :D
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Post by Bakie on Dec 14, 2016 8:49:03 GMT -5
Hi @suelady ,
That would be quite strange if there's only a string line in your package file. I don't know which object you used, but this are the steps you should take with the latest Studio version:
- Choose StandAlone Recolor in the Main menu and then click the Object button. - Now check the "Show Debug Objects" checkbox and look for the object you want to unlock. As you want to unlock a basegame item, click the first drop down menu and choose base game, so only base game items will appear. You can also use the search bar to find objects easier. - Then Select the object and click next and save it. - Change the title, description and price. - Click the Tag tab and in the build section uncheck "Worldobject" if it has that tag and after that check the right checkboxes in the other categories.
Then click the warehouse tab and do everything like in the tutorial, so: - Click the Object Catalog line - In the right window, scroll a bit down until there's a section called Common and behind the line DevCatogaryFlags change the last two digits to 80
Then save you package and test it out in game.
Now if for some reason you still only see string tables after opening your package's warehouse, could you upload your package file somewhere so we can take a look at it? Or tell us which object you were going to unlock? To make it more easy for us to find the same object you're using, after clicking the object button, hover your mouse over the object you're going to use and write down the last 5 digits of that number.
If you got any more question, please ask.
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Post by Deleted on Dec 15, 2016 7:16:01 GMT -5
Hey Bakie, Dude you saved my day...See I didn't scroll down on the left site (which I should have logically done) so I only scrolled down on the right site and tried to find this "DevCatogoryFlags" Field. Embarrassed :-[, sometimes the simpliest things are the most difficult ones.Thank you so much that you gave me feedback!
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Post by Bakie on Dec 16, 2016 7:58:07 GMT -5
Hey Bakie , Dude you saved my day...See I didn't scroll down on the left site (which I should have logically done) so I only scrolled down on the right site and tried to find this "DevCatogoryFlags" Field. Embarrassed :-[, sometimes the simpliest things are the most difficult ones.Thank you so much that you gave me feedback! You're welcome, I made mistakes like that myself too sometimes and believe me, everybody does, so no reason to feel embarrassed.
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Post by tatygirl90 on Jan 9, 2017 16:29:12 GMT -5
Hello! Thank you for the wonderful tutorial. I followed the tutorial and I can see the object I unlocked in the catalog (the exam bed from Get to Work). But when I place it disappears. I can't figure out why this is.
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Post by Bakie on Jan 10, 2017 8:56:36 GMT -5
Hi tatygirl90, Could you share your package file, so someone can take a look at it?
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