BI-Battles-3

This is an excellent suggestion for getting the most out of the cell space on your building lot. Specifically, it creates the illusion that there are more objects in a cell than can normally be placed there. The trick revolves around using the "move" command to move an object that's actually placed in an adjoining cell to the one that's full and won't accept any others but where you'd still like to place some. There are several scenarios that I can think of about how this trick could be used but for brevity's sake, I'll list just one, since the technique would be the same:


You just tried to move something into the area of a very full cell and the object moved back to it's original spot when you closed the Object Box and you got that error message from all builders' best friend, the Building Inspector...lol "Try building somewhere else because this area is full". What you do to make that object appear to be moved to the spot in the full cell is add "create move" with the X, Y and Z coords and a time=option to your object's Action field of it's Object Box. The numbers for the coords are in meters and the time is in seconds. Remember, when you click to move an object, every regular click is 1/2 meter so if you want to move something 8 clicks over into a full cell, use 4 in the move command since that's expressed in meters. A good way to know which axis to apply numbers to is to take note of which axis points in the direction you want to move your object. The axis's are those pink lines that show up in your object when you right-click on them (hence, the X, Y and Z). As an experiment, try a small move distance the first time to see which way the object will move eg: create move 2 0 0 time=0.1 This will make the object move in the direction that the object's pink X arrow is pointing. If you need it to move the opposite way, add a minus sign in front of the number. By doing it in this manner, you can see how you can adjust the numbers to get your object to appear where you want it, even in a full cell. The same applies for the Z axis also, although I would probably try to set the up and down elevation (the Y axis) by placing your object with a right-click move at the proper elevation before attempting to use the move command trick (less to keep track of and adjust later).