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1  Sims 2 Community Downloads / April Foolery / About This Section on: March 31, 2007, 11:39:16 pm
Thank you for visitng the VIP Downloads section. As content is moved into this area, you will be able to browse all items, as well as see a small preview of new downloads. You can then obtain access to all content for a monthly membership, which can be made via the membership link from the main page.
 
Until the section is operational, please continue to enjoy the free content provided by Insimenator.net.
 
- Until the section is fully operational and our tradeex account is registered, this section will be free from 1 April 2007 -
 
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2  Sims 2 Community Downloads / April Foolery / Important announcement regarding "Donations and pay items". on: March 31, 2007, 11:15:11 pm
Recently there have been rumours that Insimenator.net was introducing a pay system for it's items. This is not true. Insimenator.net is committed to providing quality downloads for the Sims 2, free of charge. All voluntary donations are appreciated.

However, due to increased server and bandwidth costs, a special donation section for members is currently in development. Items will not be charged on a per-download basis, but a set monthly fee will enable access to the section.

The InSIMenator download compatible with the base game and University expansion only will remain in the general area of the site. All later versions will be moved to the donation section.

We will endeavor to include as much content as we can for users free of charge. No downloads will be featured as donation items without prior consent of the artists.

Until such time as the donation area opens, you can find more information about the section by following the premium membership link from the homepage.

Thank you for your support,
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3  Sims 2 Community Downloads / Cats / SkunkSkin Cat on: October 25, 2006, 01:45:12 am
The SkunkSkin breed.
 
4  Sims 2 Community Downloads / Dogs / Boxer MW on: October 25, 2006, 12:49:36 am
Boxer and Master Wolf breed.
 
5  Sims 2 Community Downloads / Dogs / Master Wolf on: October 24, 2006, 11:47:01 pm
The Master Wolf breed.
 
 
6  Simmers' Paradise / Modding Database / Set to Next [Simantics Primitive] on: August 29, 2005, 12:17:31 am
These are my notes on how the Set to Next primitive is used. This is by no means a complete set of instructions for this primitive, but a work in progress.
 
Primitive: Set to Next (0x001F)
 
example. #1: Set to Next object with GUID 24C95F99

 
example. #2: Set to Next person

 
• Operand 1, Operand 2, Operand 3 and Operand 4 are used for an objects's GUID (in reverse order)
• Operand 5 is the next object param that is being looked for.
 
Next object params:
80 (0x0) - object
81 (0x1) - person
82 (0x2) - non person
83 (0x3) - part of a multi-tile object
84 (0x4) - object of type
85 (0x5) - neighbor id
86 (0x6) - obj with category == sp 0
87 (0x7) - neighbor of type
88 (0x8) - obj on same tile
89 (0x9) - obj adjacent to object in local
8A (0xA) - career
8B (0xB) - Lot ID
8C (0xC) - obj with category == temp 0
8D (0xD) - person closest to person in temp 0, distance returned in temp 4, relative direction in temp 5.
8E (0xE) - Job Obj Instance from Job Obj GUID in sim in stack obj
8F (0xF) - Job Obj Instance from job obj GUID from neighbor ID in stack obj
90 (0x10) - vehicle
91 (0x11) - Neighbor of Family in temp0
92 (0x12) - Object of type GUID in temp 0/1
93 (0x13) - Group member of object in temp0
94 (0x14) - Group member in revese order of object in temp0
95 (0x15) - Family member parent (of neighbor ID in temp 0)
96 (0x16) - Family member sibling (of neighbor ID in temp 0)
97 (0x17) - Family member child (of neighbor ID in temp 0)
98 (0x18) - Visible object in my view within distance in temp0
99 (0x19) - Object in Room in Temp 0
9A (0x1A) - Verify Stack Object
9B (0x1B) - Utility Using Object
9C (0x1C) - Neighbor with non zero var3 relationship to neighbor ID in temp 0
9D (0x1D) - Verify Neighbor ID in Stack Object
9E (0x1E) - Verify Sim in Stack Object
9F (0x1F) - Family member Spouse (of neighbor ID in temp 0)
A0 (0x20) - Owner of Object (Object in Temp0, Threshold in Temp1) returns Neighbor ID
A1 (0x21) - Hauntable Object
A2 (0x22) - Object within one tile of object in local
A3 (0x23) - NeighborID with an STR value greater than temp 0 to me.
A4 (0x24) - NeighborID with rel var 1 & temp 1
A5 (0x25) - Object With Wants Category equal to Temp 0
A6 (0x26) - Influence
A7 (0x27) - unknown
A8 (0x28) - unknown
A9 (0x29) - pet
AA (0x2A) - unknown
AB (0x2B) - unknown
AC (0x2C) - unknown
AD (0x2D) - unknown
AE (0x2E) - unknown
AF (0x2F) - pet neighbor id
 
Feel free to offer your input and/or correct errors on my part.
7  Simmers' Paradise / Modding Database / Allowed Height Flags [Data Label] on: August 28, 2005, 10:16:07 pm
These are my notes on how the Allowed Height Flags are used. This is by no means a complete set of instructions for this Data Label, but a work in progress.

Allowed Height flags define how high an object can be placed. (floor level, dining table level, counter level etc.)

In your objects Function - Init BHAV, you would place any, none or all of the following script to set the objects Allowed Height flags (depending on the objects purpose or function).

My 0x0004 Set Flag Constant Value 0x0101:0x01 - placeable on low tables
My 0x0004 Set Flag Constant Value 0x0101:0x02 - placeable on dining tables
My 0x0004 Set Flag Constant Value 0x0101:0x03 - placeable on counters
My 0x0004 Set Flag Constant Value 0x0101:0x04 - placeable on floor
My 0x0004 Set Flag Constant Value 0x0101:0x05 - placeable on sims
My 0x0004 Set Flag Constant Value 0x0101:0x06 - object can be picked up
My 0x0004 Set Flag Constant Value 0x0101:0x07 - allow sitting
My 0x0004 Set Flag Constant Value 0x0101:0x08 - placeable on end tables
My 0x0004 Set Flag Constant Value 0x0101:0x09 - placeable in counters
My 0x0004 Set Flag Constant Value 0x0101:0x0A - placeable under counters
My 0x0004 Set Flag Constant Value 0x0101:0x0B - placeable on decorative slots

To remove any of the above flags you would replace Set Flag with Clear Flag.

Check Filetypes Object Functions in your objects file structure, if you are not sure which BHAV is the Function - Init file being used by your object.

Be sure to read the following thread  ---> Constant Value vs. Literal Value



Feel free to offer your input and/or correct errors on my part.
8  Simmers' Paradise / Modding Database / Placement Flags [Data Label] on: August 28, 2005, 10:11:42 pm
These are my notes on how the Placement Flags are used. This is by no means a complete set of instructions for this Data Label, but a work in progress.

Placement flags define where an object can be placed. (under water, pool, slope etc.)

In your objects Function - Init BHAV, you would place any, none or all of the following script to set the objects placement flags (depending on the objects purpose or function).

My 0x002A Set Flag Literal Value 0x0001 - allow on floor
My 0x002A Set Flag Literal Value 0x0002 - allow on terrain
My 0x002A Set Flag Literal Value 0x0003 - allow under water
My 0x002A Set Flag Literal Value 0x0004 - forced to slot orientation
------------ 0x0005 ------------ *unused -----------
------------ 0x0006 ------------ *unused -----------
My 0x002A Set Flag Literal Value 0x0007 - allow on locked tile
My 0x002A Set Flag Literal Value 0x0008 - detached from floor
My 0x002A Set Flag Literal Value 0x0009 - allow on slope
My 0x002A Set Flag Literal Value 0x000A - allow in air
My 0x002A Set Flag Literal Value 0x000B - allow wall intersection
My 0x002A Set Flag Literal Value 0x000C - allow in pool
My 0x002A Set Flag Literal Value 0x000D - attached to ceiling
My 0x002A Set Flag Literal Value 0x000E - allow on fence post
My 0x002A Set Flag Literal Value 0x000F - allow on water surface
My 0x002A Set Flag Literal Value 0x0010 - allow roof intersection

To remove any of the above flags you would replace Set Flag with Clear Flag.

Check Filetypes Object Functions in your objects file structure, if you are not sure which BHAV is the Function - Init file being used by your object.



Feel free to offer your input and/or correct errors on my part.
9  Simmers' Paradise / Modding Database / Constant Value vs. Literal Value on: August 28, 2005, 05:53:07 pm
Constant Values are stored in BCON files.  The ID of a Constant does not always equal the value assigned to the Constant.  Global and semiglobal BCON files can be changed by Expansion Packs as they are released, and may interfere with your object's functionality if you are using the Literal Value that equals the Constant Value instead of the Constant itself.

Literal Values are assigned by the object creator within an objects script and will not change with the release of an Expansion Pack.  Literal Values (if needed) must be manually changed by a creator/modder.

-------------------------------------------------------------

At this time, both of the following 2 lines of script achieve the same result, they allow you to place an object on the mantle of a fireplace.


ex. 1: (using Literal Value)
My 0x0004 Set Flag Literal Value 0x000B


ex. 2: (using Constant Value)
My 0x0004 Set Flag Constant Value 0x0101:0x0B
0x0101 is the global BCON file that the constant is stored in.
0x0B is the Constant Value ID.


When using the Constant Value, if 0x0B equals B before an Expansion Pack is released and then equals 6 after the Expansion Pack is released, you will still be able to place your object on the mantle.  If you were using the Literal Value of 0x000B to set the flag, your object would no longer be able to sit on a Mantle because the global flag value was changed by Maxis.

-------------------------------------------------------------

When assigning flag values, that are used globally or semiglobally, to an object, it is always better to use the games Constant Values (if they exist) instead of Literal Values.



Feel free to offer your input and/or correct errors on my part.
10  Simmers' Paradise / Modding Database / Add/Change the Action String [Simantics Primitive] on: August 28, 2005, 03:03:55 pm
These are my notes on how the Add/Change the Action String primitive is used.  This is by no means a complete set of instructions for this primitive, but a work in progress.

This primitive does the same thing as manually adding a pie menu string to a pie menu function except it allows you to dynamically change a pie menu item's text during runtime and allows you to build submenus that you would not be able to do with a pie menu string set (Example: a submenu listing all sims on a lot).

Primitive: Add/Change the Action String (0x0032)
Text List: 0x0000012E - Add Change Action Strings

example #1


example #2: Disabled pie menu item


• If you have University EP installed, Operand 4 is used to enable/disable the pie menu item (0 is enabled and 1 is disabled).
• Operand 5 is the String ID stored in Text List 12E.

Note: The String ID that is used in Text List 12E is 1 less than the number that you place in Operand 5.
Examples: if you place a 1 in Operand 5 then the string ID that is used would be 0.  If you place a 2 in Operand 5 the string ID that is used will be 1.



Feel free to offer your input and/or correct errors on my part.
11  Simmers' Paradise / Modding Database / Notify the Stack Object Out of Idle [Simantics Primitive] on: August 28, 2005, 02:03:09 pm
These are my notes on how the Notify the Stack Object Out of Idle primitive is used. This is by no means a complete set of instructions for this primitive, but a work in progress.
 
Primitive: Notify the Stack Object Out of Idle (0x0031)
 
This primitive is handy for forcing the stack object out of idle mode when you are changing an object's attributes or semi attributes (other data?) and do not want to wait for the object to respond to the changes.
 
ex. #1

 
To download a basic example on how to use this primitive ---> Fire!
 
 
 
Feel free to offer your input and/or correct errors on my part.
12  Simmers' Paradise / Modding Database / Create New Object Instance [Simantics Primitive] on: August 24, 2005, 01:47:45 pm
These are my notes on how the Create New Object Instance primitive is used.  This is by no means a complete set of instructions for this primitive, but a work in progress.

ex. #1


• Operand 1, Operand 2, Operand 3 and Operand 4 are the GUID (in reverse order) of the object to be created.
• Operand 5 is where to create the object.
• Operand 6 is how to create the object.

Where to create:
0 = in front of me
1 = on top of me
2 = in my hand
3 = in front of stack object
4 = in user defined slot of stack object
5 = underneath me (walk-over-able objects only)
6 = out of world (put new object id in stack object)
7 = below object in stack param 0
8 = below object in local
9 = next to me in direction of local
A = in user defined slot of object in temp 0

How to create:
0 = Create object normally.
1 = Do not duplicate object.
2 = transfer current stack object to new object and put my id in stack param 0

To download a basic example on how to use this primitive ---> Fire!
13  Simmers' Paradise / Modding Database / Change Material [Simantics Primitive] on: August 23, 2005, 10:02:57 pm
These are my notes on how the Change Material primitive is used.  This is by no means a complete set of instructions for this primitive, but a work in progress.

Primitive: Change Material (0x006D)
Text List: 0x00000088 - Material Names

ex. #1


• Operand 1 is the material string ID that is called in Text List 88.
• Operand 6 and Operand 7 are used for the target sim/object.
14  Simmers' Paradise / Modding Database / Movement Flags [Data Label] on: August 21, 2005, 04:14:15 pm
These are my notes on how the Movement Flags are used. This is by no means a complete set of instructions for this Data Label, but a work in progress.

Movement flags define who can move/delete an object and when and how an object can be moved/deleted, once it is placed on a lot.

In your objects Function - Init BHAV, you would place any, none or all of the following script to set the objects movement flags (depending on the objects purpose or function).

My 0x002B Set Flag Literal Value 0x0001 - sims can move it
My 0x002B Set Flag Literal Value 0x0002 - players can move it
My 0x002B Set Flag Literal Value 0x0003 - self propelled
My 0x002B Set Flag Literal Value 0x0004 - players can delete it
My 0x002B Set Flag Literal Value 0x0005 - stays after evict
My 0x002B Set Flag Literal Value 0x0006 - hand tool cannot move it
My 0x002B Set Flag Literal Value 0x0007 - hand tool cannot delete it

To remove any of the above flags you would replace Set Flag with Clear Flag.

Check Filetypes Object Functions in your objects file structure, if you are not sure which BHAV is the Function - Init file being used by your object.



Feel free to offer your input and/or correct errors on my part.
15  Simmers' Paradise / Modding Database / Animate Sim [Simantics Primitive] on: August 21, 2005, 02:34:06 pm
These are my notes on how the Animate Sim primitive is used.  This is by no means a complete set of instructions for this primitive, but a work in progress.

Primitive: Animate Sim (0x006A)
Text List: 0x00000081 - Adult animations
Text List: 0x00000082 - Child animations
Text List: 0x00000089 - Toddler animations
Text List: 0x0000008A - Teen animations
Text List: 0x0000008b - Elder animations

ex. #1


ex. #2


• Operand 1 is the animation string ID that is called in Text List 81, 82, 89, 8A or 8B.
• Operand 5 and Operand 6 are (in reverse order) the BHAV instance  (in ex. #2 above this would be 0x1004) that is called during an animation. These operands are used if you want an event to take place during an animation.
• Operand 7 is the text list instance that is being accessed for the animation string (81 in ex. #1 and 8A in ex. #2 above).
• Operand 10 and Operand 11 (Unknowns) are used for the target stack object (sim) that is being animated.



Feel free to offer your input and/or correct errors on my part.
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