Simlogical Prison for Sims 3
This is a set of objects with their own scripts, that enable you to run a residential lot with some of the routines of a jail, and demarkations between prisoners and non-prisoners. The package contains a minimal set of the necessary objects. Custom versions of any object can be created, guidance for which I won't cover in this page.
This is neither a core mod nor a tuning mod and should not clash with anyone else's mods. Created initially with patch level 1.50
· Any member of the household that is sentenced on a Cell Marker is counted as a prisoner
· Any member of the household who is NOT sentenced on a Cell Marker is counted as an officer. In addition, NPCs and service sims carrying out a task have the same access rights through doors as officers
· Any other sim is counted as Others
The Prison Controller is cloned from the EA burglar alarm, and can be found in small electronics for $1.
Use only one Prison Controller per prison lot. The Prison Controller knows about and talks to all the other prison objects on the lot, and, while in activated mode, runs the timer that triggers all the scheduled actions such as locking prisoner into their cells.
All the objects also know their controller, and if they don't find it, or if it is deactivated, most objects will stop behaving like prison objects; doors will revert to behaving like a normal one of their kind (exception is a Prison Door when acting as an Outer Door). This is to save process resources at times when you don't wish to play the lot as a prison. For the same reason, the Controller also deactivates itself when it discovers you are no longer playing the household that belongs to its lot.
Activate/Deactivate
prison |
The Prison Controller is in deactivated mode when first placed, so you will need to activate it when you are ready. |
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Immediate cell lockups |
Lock
prisoners in cells |
All prisoners will be called to their own cells and locked in |
|
Lock
prisoners out of cells |
Prisoners will be sent out of their cells and locked out |
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Open
all cell doors |
Cell door will open and any sim will be free to go in and out of any cell. |
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Cell lockup times... |
(Hours
0-24 on 24hr clock) |
Nothing
scheduled |
Nothing will change on this hour |
Lock
all in |
All prisoners will be locked in their cells daily at this hour |
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Lock
all out |
Prisoners will be sent out of their cells daily at this hour |
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Open
all doors |
Cell doors will open daily at this hour |
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Emergencies... |
Emergency
openup |
All doors apart from Main Door open to allow all sims to go through, overriding any area or cell marker settings |
|
Emergency
lockdown |
All doors apart from Main Door lock to prevent any sim other than officers from going through |
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Emergency
over |
Access through all doors reverts to being controlled by their cell or area marker. NB if a cell door *was* open before the emergency, it will be closed now, and you may need to use a cell-lockup interaction to get prisoners back to where you want them |
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Report |
Popup message box containing various data useful for debugging. |
The Cell Marker is cloned from the Digital Picture Frame and can be found in Decor/Paintings for $1
Each prisoner needs their own Cell Marker and it should be placed in the room that is to be the prisoner's cell. More than one prisoner may share a cell, in which case you may have more than one Cell Marker per cell. The Cell Marker works with a Prison Door
Sentence
a prisoner |
Pick from a list of eligible sims in the world. Selected sim will be added to the prison household and will bring himself to the prison by car. |
|
Release
<prisoner name> |
Prisoner will rejoin household he came from if it still exists. If not, he will remain in the prison household as an Officer until you move him out in one of the normal ways. |
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Lockup... |
Lock
in |
Prisoner whose marker it is will be summoned into the cell and kept in. See Cell Door for details |
Lock
out |
Prisoner whose marker it is will be sent out of cell and kept out. See Cell Door for details |
|
Leave
door open |
Cell door will be open and anyone can enter and leave the cell at will. |
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Lock
door |
Cell door will be locked and no one but Officers will be able to enter or leave the cell. |
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Mugshots... |
Apply
mugshot of <prisoner name> |
Camera attempts to line up with prisoner sim to take a photograph. Result is displayed on Cell Marker. See MugShot section |
Open
inventory |
Cell Marker has an inventory, and you will find any mugshots you took in here. You can add or remove any. See Mugshot section |
|
Use
another mugshot |
If you have more than one Mugshot in the inventory, this will change to another one. |
|
Report |
Popup message box containing various data useful for debugging. |
The Mugshot is cloned from the generic Photgraph and is created programmatically, not purchased.
There are no menu options on a Mugshot.
The Area Marker is cloned from the Smoke Detector and can be found in small electronics at $1.
Place one Area Marker in each relevant room or enclosed space to designate whether sims of various status can enter that room via a Prison Door.
Change access now... |
Anyone |
Immediately change access so that any sim can enter this area |
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Officers only |
Officers and authorised NPCs |
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Officers and prisoners |
As above plus prisoners |
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Officers
and non-prisoners |
Anyone who is not a prisoner |
||
Area access times... |
(Hours
0-24 on 24hr clock) |
Nothing
scheduled |
Nothing will change on this hour |
Officers
only |
Access changes to no one but Officers and authorised NPCs |
||
Officers
and prisoners |
As above plus prisoners |
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Officers
and non-prisoners |
Anyone who is not a prisoner |
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Anyone |
Anyone at all |
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Report |
Popup message box containing various data useful for debugging. |
The Prison Door is a versatile object that infers its role by detecting where it is placed. The green placement arrows when you are placing the door indicate which way is front. The rules are as follows:
1. If the front of the door is in an unenclosed space - open to the street - then the door's role is Outer Door
2. Else if the back of the door is in a room with an Area Marker, then the door acts like an Area Door
3. Else if the back of the door is in a room with one or more Cell Markers, then the door behaves like a Cell Door.
The Prison Doors can all be found in the normal doors section, for $1
The Outer Door does not depend on the status of the prison
controller. Its purpose is to keep
prisoners from leaving the prison even when you are not playing that lot, so
that you don't find sims who are meant to be in prison enjoying themselves at
parties or walking in the park. You can
have any number of Outer Doors. The
hard rule for a Outer Door is that no sim who is sentenced on a Cell Marker can
pass through in the direction of its green placement arrows. Therefore place a Outer Door so that its
arrows face the outside world. If you
wish your prisoners to get fresh air you should provide an enclosed exercise yard.
Area Doors should be placed with their green placement arrows pointing away from the room they are controlling access to, ie the room that contains their Area Marker.
Area Door has 3 states. Officers can go through in either direction at any time.
· Locked - Only Officers can pass in either direction. Area Door is in this state during Emergency Lockdown.
· Open - Any sim can go through it in either direction. Area Door is in this state during Emergency Openup.
· Marker-controlled - Access is as set by the Area Marker.
Unless there is an Emergency Lockdown on, access checks are only done on sims walking against the direction of the placement arrows, ie into the controlled area. In Marker-controlled mode, any sim can walk out. This is regardless of whether walking out takes them into another area with an Area Marker that may be against that sim. An Area Door works only with the Area Marker that is behind it. This is done to minimise risk of inadvertently stalemated sims.
The Cell Door knows and talks to its own Cell Markers. Place only one Cell Door per cell, with the
green placement arrows pointing away from the cell.
Cell Door has 3 states.
Officers can go through in either direction at any time.
·
Locked - Only Officers can pass in either
direction. Cell Door is in this state
during Emergency Lockdown.
·
Open - Any sim can go through it in either
direction. Cell Door is in this state
during Emergency Openup.
·
Marker-controlled - Cell inmate whose marker is
set to lock him in can enter the cell only.
Inmate who is marked to be locked out can exit the cell only. Cell inmates not set to do anything in
particular remain the side they are. All
other sims can leave the cell (to prevent a situation of unwanted trapping) but
not enter. Cell Door is set to this state
when choosing Emergency Over on the Prison Controller.
Report |
Popup message box containing various data useful for
debugging. |