Project Highrise

Project Highrise

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sethmarz 2017 年 1 月 13 日 上午 9:13
Schedules
Hi,

Is is possible to add new worker schedules to an office mod? Ive tried adding a

schedules {
definitions [

section with the format mirroring that of the settings file but Im just hitting a wall with the game displaying a deserializer error (key in data but not in class key = schedules) so just wanted to make sure its even possible?
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SomaSim  [开发者] 2017 年 1 月 13 日 上午 11:33 
The schedules are for the NPCs that work there, not the office itself. The schedules are a bit difficult to implement - you start to get into the AI of the simulation.

Implementing a new schedule means a lot of steps and creating a new NPC type which isn't something we've directly exposed to modding since it does intertwine pretty directly with tne underlying AI of the game.
最后由 SomaSim 编辑于; 2017 年 1 月 13 日 上午 11:35
sethmarz 2017 年 1 月 13 日 下午 12:28 
Thanks for the feedback that’s more complex than I expected then as I thought it just controlled the spawn times (time they entered the build / go home etc) and a chance trigger. I would have expected to be able to put a section in the mods definition file like the below and just make a new peep template to reference it as you can already do this referencing an existing schedule?

Schedules {
definitions [
{
name "schedule-work 9-5.host"
blocks [
{ from 09 to 17 tasks [ go-work-at-workstation ] }
{ from 17 to 09 tasks [ go-stay-offsite ] }
]
oneshots [
{ at 12 prob 0.5 tasks [ go-get-lunch ] }
{ at 12 prob 0.5 tasks [ go-visit-retail ] }
]
}
]
}
SomaSim  [开发者] 2017 年 1 月 13 日 下午 1:08 
Nope. Not how it works, sorry. The schedules come from the workertemplates entry in the workplace section of the office. Those workertemplates contain the NPCs that will work there. The NPCs have the behaviors in them, not the office. They're tied to animations and other behaviors.
sethmarz 2017 年 1 月 13 日 下午 2:10 
Thanks again.

So just to be clear (sorry),are you saying the npcs schedules are hardcoded and other then picking from the available ones in the settings.scm they cannot be added/modified?

I can add new npcs by creating a section to add a new template and refenace it in the workertemplates no problem but will just have to pick from the pre-defined schedules in the settings.scm

; works just fine
{
ident { template "six2" parent "npc-officeworker-office.a" }
peep {
schedule "schedule-rest.brunch"
}
sprite {
colors {
b { from 188 to 189 }
}
}
}
SomaSim  [开发者] 2017 年 1 月 13 日 下午 2:59 
You can add them in settings, yes. Just not sure how well that will work when packaged into a mod for sharing. Would be curious to know if it works.

I meant that you're limited to the behaviors that are hardcoded in, not the schedules.
最后由 SomaSim 编辑于; 2017 年 1 月 13 日 下午 2:59
sethmarz 2017 年 1 月 14 日 上午 1:21 
Ok I take away from this that you think its possible so I will keep playing placing the
schedules {
definitions [
tags in different places / combinations until it works.

By the way, very cool that you guys take the time to read these comments and assist!
SomaSim  [开发者] 2017 年 1 月 16 日 上午 8:05 
Good luck! Let us know how it goes!
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