Creating an NRaas project Combo RabbitHole fixes

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icarus_allsorts
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Combo RabbitHole fixes

Post by icarus_allsorts » November 8th, 2015, 2:59 am

Hey there! I've been investigating the supposed broken-ness of combo rabbitholes, namely certain opportunities not being complete-able at them and sims in the Pro Sports career almost always losing all games played in a stadium combined with anything else.

I think I've traced the root of these problems (mostly things pointing to the rabbithole when it should be pointing to the RabbitHoleProxy and vice versa) and managed to write some code to deal with them. I'm thinking Overwatch might be a good place for this?

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babele44
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Post by babele44 » November 8th, 2015, 3:47 am

If this also fixes the issue that inactives cannot visit these rabbitholes autonomously - the diner, bistro and theatre in particular - you'll be my hero and would be entitled to my firstborn if I had one.

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Chain_Reaction
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Post by Chain_Reaction » November 8th, 2015, 3:56 am

You guys are saving me a lot of work lately. I had started poking around with these too but never had time to get far. Yes, OW would be the ideal destination. :)

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Post by icarus_allsorts » November 10th, 2015, 2:13 pm

I wasn't aware of the inactives not visiting the combo rabbitholes autonomously so had to take another good look at things. It looks like a simple case of sims simply ignoring the existence of the contained rabbitholes and only see the outside comborabbithole building which they have no interest in interacting with autonomously.

Unfortunately everything I've tried so far hasn't resulted in any sims using the combos autonomously outside of work as far as I can observe (Have tried shifting the contained rabbithole MetaAds to the combo rabbithole itself / moving the contained rabbitholes out of limbo and actually setting the building's actual lot as their current lot / adding the actual contained rabbithole interactions to the lot's commodity map). Am quite stumped as to why and have run out of ideas for now so that firstborn will have to stay with you for a while babele

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Post by icarus_allsorts » November 11th, 2015, 5:14 am

Huh, took a bit more mulling to figure out that the contained rabbitholes had to not only be dragged out of limbo but specifically added to the world for sims to autonomously interact with them (which should have been obvious but I guess I have some allergy towards the obvious most times).

Not entirely sure how safe it is to actually do this though (at the very least the contained rabbitholes don't actually appear visibly on the lot which was my initial worry), is there anything that you can foresee the game not liking about having the contained rabbitholes current lot set to the actual lot the comborabbithole is on and then running AddToWorld on them Chain?

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Post by Chain_Reaction » November 12th, 2015, 1:44 am

Hmm. Does ErrorTrap take kindly to them and doesn't delete them? Does the Careers system still function as expected? I would imagine so since they are still there with EA just not in the world. If you can't find any flaws, I don't see anything that will explode. Of course it may later but I guess we'll see :)

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Post by icarus_allsorts » November 13th, 2015, 11:01 am

Error Trap hasn't complained and the careers at the combo rabbitholes seem to work as usual. No way to tell if there are long term effects that I'm missing besides actually playing the game for a significant measure of timewith the change implemented. Which probably means now's just as good as a time to release it for testing and see how it goes?

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Post by Chain_Reaction » November 13th, 2015, 6:42 pm

That works :)

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Post by icarus_allsorts » November 14th, 2015, 9:01 am

Ok, I've issued a pull request only including the new files I've created since I was dabbling a bit in other areas of Overwatch and the project needs some cleaning up on my end atm.

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Post by Chain_Reaction » November 25th, 2015, 12:26 am

Grabbed it but looking at the new project file, did you perhaps forget to include some code? :)

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