Post by foamimi on Mar 21, 2018 17:48:23 GMT -5
Hey! My goal is to attach a pie menu with 2 clickable options to a custom object, one of which saying "Add Power" and the other "Remove Power". Once you click on "Add Power" for example, I want it to take you to another pie menu with 11 more clickable options, one of which says, "more options..." which ends up taking you to another pie menu with 4 more clickables. Once you click on one of the tiered options, I want to make it so a reward trait is added/removed from the sim currently being controlled. I was able to get one of the options to show up when I clicked the custom headstone earlier in the process, but now nothing pops up at all when I click it.
So far I've looked at the following tutorials:
[[ one ]] . [[ two ]] . [[ three ]] . [[ four ]]
Steps I've done:
- Made the custom traits I wanted to add in Sims 4 Mod Constructor
- Opened the files into Sims 4 Studio and realigned all the coding (not sure why it's all stuck in a single straight line when messing with that constructor)
- Generated separate Pie Menu Category Tuning sections for the parents of the "Add Power" and "Remove Power" categories
- Generated separate Pie Menu Category Tuning sections for the sub-section levels in both categories
- Generated separate Pie Menu Category Tuning sections for the sub-sub-section levels in both categories
- Made a selective clone of a base game headstone
- Changed the price, text strings, etc.
- Used object/object_vase as a template, then deleted a few of the super_affordances I didn't want to have enabled
- Changed the tuning / tuningID of the Object Definition / Object Tuning to Foamimi:FakeGhost_Headstone so it's not overriding the original
- Created new Interaction Tuning while using interaction/debug_reset as a template called Foamimi:Add_Fake_Ghost_Powers
I put together a word document here to help show some of the sections I'm working with since it'd be pretty cluttered if I posted it all here.
This specific section under "Interaction Tuning // Foamimi:Add_Fake_Ghost_Powers" is what's primarily throwing me for a loop.
<V n="content_score" t="disabled" />
<T n="allow_autonomous">False</T>
<T n="allow_user_directed">True</T>
<T n="category">10737205972392947639<!--Foamimi:Piemenu_Parent_for_Add--></T>
<V t="enabled" n="_saveable" />
<T n="attention_cost">0.5</T>
<T n="_display_name">0xF5E90AA9<!--Add Power--></T>
<T n="_display_priority">3</T>
<U n="display_name_text_tokens">
<L n="tokens">
<V t="participant_type">
<U n="participant_type">
<E n="participant">Actor</E>
</U>
</V>
<V t="participant_type">
<U n="participant_type">
<E n="participant">Object</E>
</U>
</V>
</L>
</U>
I'm also pretty sure I need to place the following line of code somewhere to connect the clickable pie option to the actual action, but I'm not sure about where that would be? I'm thinking I might have to make separate Interaction Tuning sections for every "ADD" and "REMOVE" option and place it there? I have no idea ahhhh
<L n="loot_list">
<T>14251904210579210269<!--Foamimi:ADD_Action_Tuning_ANGER--></T>
</L>
---
Any help would be much appreciated.