Forum Discussion

IngeJones's avatar
9 years ago

Test for retail lot

I want a testset to fail if the lot is a retail lot. I have discovered:



False



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.
  • 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:











    True
    105157








    24087






    24088





    True
    14632







    But it doesn't seem to work, they still rush over to chat to each other. Any clues?
  • 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.
  • 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?
  • Try to tune "Test Autonomous" on sim_Chat, for example. That should be more drastic effective.
  • 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.
  • Well I am a bit confused because as it has

    False

    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.
  • 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?
  • Yes that would make sense. Maybe I can find a way to destroy that on the retail lots.