Author Topic: New Uses for WA Tomb Building Tools  (Read 20835 times)

Offline Hosfac

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Re: Need help setting up a trap.
« Reply #45 on: March 04, 2012, 05:00:03 PM »
The option I was looking for under under Link Triggers on the Hidden trigger panel is Hidden Trigger NOT Step On.

I didn't go into the game to get the actual title for the trigger, since there is only one option available on hidden switches.  I didn't think I needed to be that specific since I assumed that what I was talking about would be clearly obvious from the start.

It's been a while since I messed with my anti-burglary system, but as I recall, if you set the activated behavior to "armed," it should enter the same state it was in when it was armed previously.  Not so.  See below.

Actually, I'm going to go in and mess with it so I can give you an exact answer as to how that works.

Edit:  I have merged the two topics, since the subject matter is identical and this actually adds more to what was in the original research.

I have the answer you seek:  to get the effect you're looking for, each switch must be linked to the trap you are wanting it to effect twice:  once to put it in the hidden state, and again to arm it after it's hidden.  The process, as I said, is a cascading effect, but it goes deeper than I originally thought.  You can set up more than one link between the two objects.  I had originally assumed that each subsequent link from the same trigger object to the same effect object would simply overwrite the previous link...but this is not the case.  Both behaviors will be applied in the order that they are linked.

You must do it in the following order, or it will not work:

  • Shift+Click on the switch, and select "Hidden Switch" under the "Link Triggers" option.
  • Shift+Click on the trap, and select "Set to Dormant" under the "Link to Activated Behaviors" pie menu.  This will hide and deactivate the trap.
  • Shift+Click on the same switch again, and again select "Hidden Switch" under the "Link Triggers" option.
  • Shift+Click on the same trap again, and this time select "Armed" under the "Link to Activated Behavior" pie menu.  This will arm the trap in it's current state, which is hidden.

It took some messing around with to figure this out, but after I did I tested it numerous time by resetting the links between the switch and trap and re-doing it.  This will do exactly what you want it to.  :)
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Offline PolarBair

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Re: New Uses for WA Tomb Building Tools
« Reply #46 on: March 04, 2012, 08:04:39 PM »
Yes! Thank you. :) That's what I'm talkin about. With instructions like that even the densest of us can do it. Not that I'm laying any claim to being dense mind you.

Anyway. Now that That's working I'd like to tweak it's firing behavior a bit.

The way I have it now, I placed the hidden trigger panel that hides and rearms it a few squares away from the trap so that it takes some time for the sim to walk over to it and what happens is this...

Sims steps on trap, trap fires and shocks the sim, sim steps off the trap, Trap stops firing but remains visible while sim walks over to the hidden floor trigger, Sim steps on hidden floor trigger and the trap hides and rearms.

Now what I would like to happen differently if possible is to have the trap firing continuously until the sim reaches the hidden trigger panel to rehide and rearm.


I would have thought that Set To Fire would be the activated behavior to link to for that as opposed to Fire Once but after trying that Set To Fire didn't seem to behave any differently than fire once unless I did something wrong.  Here's what I did.


First I cleared all links to and from object on both the trap and the trigger panel....

then I Control-Shift-Clicked on the trap it's self and selected Link Triggers/Hidden Trigger
Then another Control-Shift-Clicked on the trap it's self and selected Link to Activated Behavior/Set to Fire

Then I went back to the hidden trigger panel and set it up to hide and rearm just as it was previously as per your instructions.

Doing that I got the exact same behavior as I had when I didn't have any Link Trigger set on the trap it's self.

So is the behavior I want just not possible or did I do something wrong there?


P.S. Wow I just noticed something interesting. I just had some fun torturing a burglar with my electrical traps on the front porch and after watching him zap himself countless times if the burglar has not given up and left ot been arrested by 6:59 am time in the game stops. & am does not come until the burglar is gone. The sims keep moving around and talking but the clock does not advance.
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Offline Hosfac

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Re: New Uses for WA Tomb Building Tools
« Reply #47 on: March 11, 2012, 03:08:16 AM »
So is the behavior I want just not possible or did I do something wrong there?

Yes, actually, I believe it can.

In a house I was recently building around a family, I had built an inventing workshop with my patent pending Emergency Hydrogen Dioxidizer (the steam trap shower...I came up with a fancy name!  ;D ).  I had an extensive basement, and had built some areas on all 4 underground levels, with the workshop on the top basement level.  What would happen is that any Sim who used the E-H2O System would run all the way down the stairs to the bottom level.  You can't cancel the run away movement, and it was quite annoying.

What I did to solve this was I placed another trap (lightning for looks, but any trap would work) in front of the door and set a hidden switch to cause that trap to go off when it was stepped on.  I then placed that switch in the same area occupied by the steam trap extinguisher.  So when someone jumped into the steam trap, it activated the trap in front of the door, blocking it.  This solved my uncontrolled running problem, and lead to another unique idea which I'll explain later in another post (it's kinda neat and I have to share!).

So you could simply set the traps to dormant, and have hidden switches, placed directly on the traps, activate them with the effect that you want.  This would also simplify the turn-off linking procedure from the other switches, since you only have to set them to dormant again.
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Offline Hosfac

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Re: New Uses for WA Tomb Building Tools
« Reply #48 on: March 11, 2012, 05:43:41 AM »
SimPort is down, so I was a bit bored:

We, at Hosfac Industries Ltd, are concerned about Safety.  That's safety with a capital "S," in case you didn't notice.  It's capitalized because safety is that important to us!  And it's not our safety that we're concerned with (well, of course, we're concerned with our safety...it would be silly not to be):  it's yours!

That is why our staff of highly paid geniuses has spent countless hours wringing their hands, wondering how best to keep you safe.  It is out of those untold hours of lost sleep that our latest, most highly advanced, and most expensive safety product was born!  I present, for your consideration, Hosfac Industries' "Emergency Hydrogen Dioxidizer."  The latest and greatest in triple-stage Sim safety technology!



Behold:  the sleek design, drink in the fashionable colors...note the Sculpting Station!  That is because the highly paid geniuses at Hosfac Industries realize that metal sculpting can be a dangerous endeavor.  Exploding blowtorches has been the end of more than one Sim since the release of Ambitions.  But no more!  We've made sure that "lighting a fire under someone's butt" is reduced to the figure of speech it was always meant to be.



The Hosfac Industries E-H2O System comes with an integral user's manual.  Lost or misplaced manuals are a thing of the past, as this one's bolted firmly to the wall.  Believe me, you've got more problems than just figuring out how it works if you lose this bad boy!

One thing that our exhaustive and extremely costly research has shown us is the level of sheer panic that a flaming heiny instills.  It's so overwhelming that it can cause a poor Sim to run down four flights of stairs before they regain their senses.  The tragedy of this is not lost on us at Hosfac Industries:  terror induced fleeing equates directly to lost man hours and impacts your profit margin (that's why we chain all employees to their work stations).  So we've installed our patent pending Electronic Work Saver to combat your financial losses!



The moment a burning backside is detected, command your Sim to "Jump In" the Hydrator (stage one) near the workbench.  This extinguishes him, saving your Sims life and saving you the expense of the resulting interview process that would be needed to replace him.  When the Hydrator is activated, so is stage two:  the Electronic Work Saver.  This serves two purposes:  The first, and clearly the most important, purpose is that it makes those four flights of stairs that he would so carelessly run down inaccessible to him, saving untold work hours.



After every use, the E-H2O System requires maintenance to prevent the common condition known as the "Unreachable Object Syndrome."  Every day, countless Sims are stricken with this unfortunate malady as they obsessively try to interact with objects that are blocked.  Luckily, it is preventable and the Electronic Work Saver does this as it's second purpose!  The only way to disable the EWS and leave the room is to deactivate the E-H2O System, which clears the way for necessary maintenance to be performed.  Puddles can be mopped at your Sim's leisure (not that they have any of that).

You might say:  "But Hosfac...if the system can be disarmed doesn't that put my Sims at risk?  Couldn't they just resume their work without the wonderful safety system, that was worth every penny I paid for it, active?  How do I know for sure I'll be spared the agonizing and expensive hiring process and possible litigation from those pesky loved ones?"  Well, if our staff of highly paid geniuses hadn't thought of that, I'd fire the lot of them and write them all a really bad reference!

That's where stage three comes in:  the Automated Emergency Lockout System:



Stepping upon the fashionably colored yellow and black striped floor switch in the corner deactivates the Hydrator so necessary maintenance can be performed, deactivates the Electronic Work Saver so Sims can tend to those pesky needs of theirs (a Hosfac Industries solution for those is in the works), and engages the Safety Lockout so that work cannot be performed while the system is deactivated for maintenance. 



The puddle can now be mopped without all the maddening obsession.

Once the necessary maintenance is done, you simply step on the red switch to reset the entire system to normal!



This disables the Emergency Lockout, activates the Hydrator, and resets the Electronic Work Saver to it's original state so that it's ready to prevent the next post-life-saving work stoppage!

Remember to ask your builder to install the official Hosfac Industries patent pending Emergency Hydrogen Dioxidizer in your workshop!  Because anything else is just a steam trap...

Okay, without all the silliness, here's what it looks like in Buy Mode:



First of all, the 5 wall plaques just contain text that describes how the whole system is operated, in case I ever decide to upload the house to the Swap Shop.  I just love those things.  :P

As you can see, the steam trap is set to "Armed and Visible" so that a Sim can choose the "Jump In" interaction (it's one of the only actions they can take).  There's a hidden switch on top of the steam trap which turns on the electricity trap that blocks the door when the Sim jumps in.  That's all it does.

The color changing floor switch in the corner is actually two switches that are different colored.  Stepping on one makes it disappear and the other switch appear, so it appears to change color when used. 

In addition to this link, the yellow and black striped switch is linked to make the steam trap go dormant, to destroy the electricity trap (this way, the hidden switch doesn't turn it back on when the puddle is mopped), and turn on the two dart traps that block the sculpting station and the workbench.  I choose dart traps because electricity/fire traps can actually catch things on fire (seen earlier in this thread). 

The red switch (aside from the links to itself and the other switch) returns the steam trap to it's armed and visible state, and returns both dart traps and the electricity trap to a dormant state.  Now, the objects are accessible, and the electricity trap will activate again the next time the steam trap is used.

And yes, the steam trap works exactly as advertised.  Burning Sims will be extinguished.  This isn't even close to the first one I've built (although it is the most complex to date), so it's a tried, tested and exceptionally effective system.  :)

Although, this design has given me an idea for my cooking fire extinguisher that will likely work!  That will be in this build, and I'll be sure to post something once I implement it.
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Chuckles_82

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Re: New Uses for WA Tomb Building Tools
« Reply #49 on: March 21, 2012, 08:19:41 PM »
I look forward to seeing all of these wondeful innovations in the swapshop! It would be awesome if the "Emergency Hydrogen Dioxidizer." and the future automated kitchen fire extinguisher, and the burglar alarm system were included in a small, otherwise empty lot (built as pictured, but with no unnecessary house parts or landscaping. A full house version would be good too :D

Offline Hosfac

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Re: New Uses for WA Tomb Building Tools
« Reply #50 on: March 22, 2012, 12:04:53 AM »
I've actually considered that.  I'm still mulling over how to actually make it so that the downloader can set it up properly...but I'm sure it can be done.  ;)

After all:  Hosfac Industries Ltd. knows no boundaries...or ethical code!  :P
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