the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Tutorial Multiple Activations / Activation Wheel

Activation Menu Structure/Design

Since this is an activation wheel of 4 options at a time, the actions to perform need to be broken down into overall groups (set as the Up arrow or 1 if using FDI):
  • Movement
  • Rotation
  • A "miscellaneous" group - Clone/Hide/Scale/Other
  • Position/Angle (copy-paste)

At the top-level of each group, the options to Hide (10s) and Disable the use of the activation wheel (set as the Left and Right arrows or 2/3 if using FDI) are common to all of the overall groups (shown on the activation globe):
1631256352895.png

Once the overall group is selected we need to drill down (or Cycle) into specifics. For the Rotation and Movement groups these are:
  • Axis (either of rotation or movement)
  • Amount (0.1, 1 - default, 10, 45 - rotation or 100 movement)
  • Apply the action on the chosen axis, for the chosen amount

Example for the rotation, hit the Up arrow to change the axis:
1631256651099.png
And the rotation amount, hit the Up arrow to change the amount:
1631256733083.png
Similar is possible on the last created or grabbed object, though it is missing the Cycle option - this is for fine-grained control:
20210910185311_1 (Large).jpg

Having only 3 Cycle options makes it simple for the player. Other Options can be used to bring up a menu to show occasionally-useful but rarely-used options:
1631256975026.png
20210910185747_1 (Large).jpg
 
Activation Perk Used

The activation perk for all the above can become very big - one perk activation for each option (3 overall groups, 3 cycles deep each, 3 activations each - yeah, there's a bunch). They can be put into a single perk, it just gets...big...
1631260289414.png
Grouped with gaps between (for extra options if needed) and set by priority - I don't know for certain, I think the top might be priority 255:
1631260431944.png

The Perk Entry conditions are a little tricky to set up, with a bunch of global variables for the top "Object Select" and bottom "Object Cycle", note the making it only function when the player is in workshop mode - this means you can set the perk once and forget it:
1631260573079.png
Making sure that the target has my custom keyword and doesn't match a bunch of things (like settlers, plants, and beds):
1631260690033.png
In this example there's a total of 39 Perk Entries, set up carefully one at a time and tested carefully.

There's a barebones popup menu of options that aren't used that commonly:
1631260868193.png
 
That's pretty-much it for this tutorial, has been a long time writing (and a long time making the mod, sorry Catallaxis!).

While the tutorial shows multiple activations while in workshop mode, they are also possible outside of workshop mode. If there's a perceived need, the above can be done for most objects - just needs some inventiveness.

For this project, I leave you with the immortal words of Whisper: "You haven't lived until you've slept on a giant teddy bear."
20210910175157_1 (Large).jpg
 
Top