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10 years ago
Well, the no view sculpture objects, or at least the one of them I tested, are sellable. But then they do have an SA listed there in the XML you posted (106859 = simRay_Transform_Object), so perhaps that object tuning isn't a valid example. The 119383 retail component snippet referenced (which is in the BG XML so you can check that out) adds the actual SAs for selling and so forth.
Had a few minutes before work so just as a test, I overrode the tuning for object_Sculpture_NoView to remove the _super_affordances list but leave the retail component snippet. It is no longer sellable, so even though it has tuning if there's no SAs at all you can't sell it in retail shops.
ETA - Perhaps it's not obvious, but just having an SA makes the retail component work - it doesn't matter if the interaction is available or not (for testing I didn't have a sim ray, so even though that interaction didn't appear the selling interactions still showed up). So if you don't want your object to have any actions available other than selling you could just add a custom interaction to the SA list that has a global test that never allows it to actually show up.
Had a few minutes before work so just as a test, I overrode the tuning for object_Sculpture_NoView to remove the _super_affordances list but leave the retail component snippet. It is no longer sellable, so even though it has tuning if there's no SAs at all you can't sell it in retail shops.
ETA - Perhaps it's not obvious, but just having an SA makes the retail component work - it doesn't matter if the interaction is available or not (for testing I didn't have a sim ray, so even though that interaction didn't appear the selling interactions still showed up). So if you don't want your object to have any actions available other than selling you could just add a custom interaction to the SA list that has a global test that never allows it to actually show up.
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