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Test for retail lot

IngeJonesIngeJones Posts: 3,247 Member
I want a testset to fail if the lot is a retail lot. I have discovered:
<U n="retail_test" line="1562">
<V n="retail_test" t="retail_open_test" line="1563">
<U n="retail_open_test" line="1569">
<T n="is_open" line="1570">False</T>
</U>
</V>
</U>
But that won't do it. The test will fail if it's an open retail lot, but it will also fail if it's not a retail lot at all, which isn't the way round I want it. Is there a way to negate the entire test instead of the is_open being false, if I can change that to True and then add a negate to the whole thing so it fails if it is a retail lot at all.

Is there no simple testset for lot type? I couldn't find one.

Comments

  • Options
    SimGuruEugiSimGuruEugi Posts: 503 SimGuru
    I believe there is a Location test that includes a sub-test for venue type. Retail is its own type, so you should be able to test for that.
  • Options
    IngeJonesIngeJones Posts: 3,247 Member
    edited August 2016
    Ok I finally "located" the location test lol. I am trying to tweak these test things so everyone stops autonomously chatting in retail stores - at the moment it take ages to stop my owners chatting together so I can direct them to serve the customers. I have the following code in all the autonomous social test sets I could find - eg:
    <?xml version="1.0" encoding="utf-8"?>
    <I c="TestSetInstance" i="snippet" m="event_testing.tests" n="testSet_FriendlySocialsAutonomous" s="31094">
    	<L n="test"><!-- any of these tests pass -->
    		<L><!-- all of these tests must pass -->
    			<V t="location">
    				<U name="location">
    					<U name="location_tests">
    						<V n="is_venue_type" t="enabled">
    							<U n="enabled">
    								<T n="negate">True</T>
    								<T n="venue_type">105157<!--Venue: venue_retail--></T>
    							</U>
    						</V> 
    					</U>
    				</U>
    			</V>
    			<V t="social_context">
    				<U n="social_context">
    					<L n="prohibited_set">
    						<T>24087<!--relbit_SocialContext_Friendship_Offensive--></T>
    					</L>
    				</U>
    			</V>
    			<V t="social_context">
    				<U n="social_context">
    					<L n="prohibited_set">
    						<T>24088<!--relbit_SocialContext_Friendship_Abhorrent--></T>
    					</L>
    				</U>
    			</V>
    			<V t="mood">
    				<U n="mood">
    					<T n="disallow">True</T>
    					<T n="mood">14632<!--Mood_Angry--></T>
    				</U>
    			</V>
    		</L>
    	</L>
    </I>
    

    But it doesn't seem to work, they still rush over to chat to each other. Any clues?
  • Options
    SimGuruEugiSimGuruEugi Posts: 503 SimGuru
    Are you sure that is the test that is applied to all interactions you want to inhibit? Maybe the Sims are still running non-friendly socials.
  • Options
    IngeJonesIngeJones Posts: 3,247 Member
    edited August 2016
    I did the equivalent for mean, funny, mischevous and the two romantics. But only the ones ending "SocialsAutonomous" so I don't know if non-autonomous stuff gets pushed onto the sims to force them to interact with each other (it hadn't been my plan to stop the player instructing a sim to socialise in stores). But basically you reckon the way I edited the testset looked correct?
  • Options
    SimGuruEugiSimGuruEugi Posts: 503 SimGuru
    Try to tune "Test Autonomous" on sim_Chat, for example. That should be more drastic effective.
  • Options
    IngeJonesIngeJones Posts: 3,247 Member
    edited August 2016
    Well I am a bit confused because as it has

    <T n="allow_autonomous">False</T>

    I assumed this particular file would not be relevant to autonomous chat?

    And it occurred to me I wondered if maybe the interaction was not totally autonomous (after all I had been keeping their social fully green with the mailbox cheat) so I wondered if maybe they were being pushed into finding someone to chat with so it wasn't autonomous or player-directed but actually situation-directed.
  • Options
    Shimrod101Shimrod101 Posts: 304 Member
    There is a StaticCommodity and associated Buff named Socialize As Backup which I have always presumed is used to push auto-sims to socialize with one another if the AI cannot find some other proper action for them to do. Maybe this is what you're seeing?
  • Options
    IngeJonesIngeJones Posts: 3,247 Member
    Yes that would make sense. Maybe I can find a way to destroy that on the retail lots.
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