Test Menu Interactions - regards ITUN?
Test Menu Interactions - regards ITUN?
I have a custom interaction on a custom object that is not being used autonomously. No problem when user-directed. DebugEnabler Test Interactions output indicates available for autonomous use. Does the report only regard my Definition Test, or does the report indicate my ITUN was correctly connected to the interaction also?
"Test Menu Interactions" performs the following function, and displays the result:
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<pre class="text">InteractionTestResult InteractionDefinition:Test(ref InteractionInstanceParameters parameters, ref GreyedOutTooltipCallback greyedOutTooltipCallback);</pre>
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</style><pre class="text">InteractionTestResult InteractionDefinition:Test(ref InteractionInstanceParameters parameters, ref GreyedOutTooltipCallback greyedOutTooltipCallback);</pre>
You could probably test your ITUN by setting the "Autonomous" to "False" and see whether the interaction reports that instead.
I have tried setting DisallowAutonomous="True" and rerunning your debugger, but it still says its autonomously available, so I guess it's not interesting in the ITUN then. I've had 3 other modders look at my ITUN and script now and none of them can spot any reason it shouldn't be working. It's a toilet with a custom "use" interaction, and I copied the ITUN from the original toilet, changing only the relevant fields, so all the attraction to use it should be identical.
Would you believe it's working now? I did 3 things:
1) edited the Allow Autonomous line as above, and then edited it back again.
2) I removed a line that was in the original toilet ITUN:
<Check type="UseToilet" value="0" /> which I had edited to say "UsePrisonToilet" which is of course my interaction name. There was no line like this in the last object I made which was working ok so I thought it was worth a try.
3) Changed
this.AddInteraction(UsePrisonToilet.Singleton);
to
this.AddInteraction(PrisonToilet.UsePrisonToilet.Singleton);
1) edited the Allow Autonomous line as above, and then edited it back again.
2) I removed a line that was in the original toilet ITUN:
<Check type="UseToilet" value="0" /> which I had edited to say "UsePrisonToilet" which is of course my interaction name. There was no line like this in the last object I made which was working ok so I thought it was worth a try.
3) Changed
this.AddInteraction(UsePrisonToilet.Singleton);
to
this.AddInteraction(PrisonToilet.UsePrisonToilet.Singleton);
And yes, "Check" must be one of these specific EA Standard enum values:
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<pre class="text">public enum CheckType<br/>{<br/> None,<br/> All,<br/> Sitting,<br/> Social,<br/> SelfRegarding,<br/> OutsideLot,<br/> Farewell,<br/> GoHome,<br/> InappropriateForVisitor,<br/> GetIntoBed,<br/> Sleep,<br/> Eat,<br/> PrepareFood,<br/> Cleanup,<br/> CleanYourself,<br/> VisitTheater,<br/> Greet,<br/> WatchMovie,<br/> UseToilet,<br/> RepairToilet,<br/> TakeBath,<br/> Last<br/>}</pre>
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/**
* GeSHi (C) 2004 - 2007 Nigel McNie, 2007 - 2008 Benny Baumann
* (http://qbnz.com/highlighter/ and http://geshi.org/)
*/
.text {font-family:monospace;}
.text .imp {font-weight: bold; color: red;}
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</style><pre class="text">public enum CheckType
{
None,
All,
Sitting,
Social,
SelfRegarding,
OutsideLot,
Farewell,
GoHome,
InappropriateForVisitor,
GetIntoBed,
Sleep,
Eat,
PrepareFood,
Cleanup,
CleanYourself,
VisitTheater,
Greet,
WatchMovie,
UseToilet,
RepairToilet,
TakeBath,
Last
}</pre>