ATS Sandy
16th Mar 2012, 03:16 AM
I'd like having a coffee machine and a cash register working on ground level, instead of requiring a counter (I wouldn't change the animations; I'd actually keep the actual height of the object, it's just the counter requirement that annoys me), but it seems it requires scripting. I've tried most of the non-scripted solutions, by editing flags, slots, anything, but nor the coffee machine, nor the cash register are functional when you put them on floor, with moveobjects on.
So, I had a look in the coding, but I'm such a newbie with this... :faceslap:
In Shopping Register (Gameplay.Ojects.Register), I found references about counter (like " if (((Counter)this.Target.Parent).RouteToObjectOnSurface(this.Actor, this.Target)), or
"if (!((Counter)this.mRegister.Parent).RouteToObjectOnSurface(this.Actor, this.mRegister))
{
this.Actor.AddExitReason(ExitReason.RouteFailed);
flag = false;";"
I understand this last line as a Route Failed error if no counter is used.)
In the Coffee Machine (Gameplay.Objects.DebugGameplay), there's also references to counter (DebugSlotCoffeeInCounter), but this doesn't seem as "obvious" as in the Cash Register...
I would have loved a "if surface=counter then :up: else :alarm: ", but it's not that easy...
Would you have any suggestions? (keeping in mind that I successfully followed the Object Modding tutorial, but that's my only "degree" in this matter! :turtle: )
Thank you!
So, I had a look in the coding, but I'm such a newbie with this... :faceslap:
In Shopping Register (Gameplay.Ojects.Register), I found references about counter (like " if (((Counter)this.Target.Parent).RouteToObjectOnSurface(this.Actor, this.Target)), or
"if (!((Counter)this.mRegister.Parent).RouteToObjectOnSurface(this.Actor, this.mRegister))
{
this.Actor.AddExitReason(ExitReason.RouteFailed);
flag = false;";"
I understand this last line as a Route Failed error if no counter is used.)
In the Coffee Machine (Gameplay.Objects.DebugGameplay), there's also references to counter (DebugSlotCoffeeInCounter), but this doesn't seem as "obvious" as in the Cash Register...
I would have loved a "if surface=counter then :up: else :alarm: ", but it's not that easy...
Would you have any suggestions? (keeping in mind that I successfully followed the Object Modding tutorial, but that's my only "degree" in this matter! :turtle: )
Thank you!