Hi again
Sparkschy .
I really shouldn't be browsing the help section to see if my acquired knowledge could be of use anytime before I have finished my first pint of coffee in the morning. o_0
That said, I do love it when I discover new things while doing so! (I believe that I may have found an answer for another thread that I was
trying to assist with...) Looking even deeper into the tunings, it seems as if what is needed is more complex than may be possible (at least for me it would be impossible). There are three Object State tunings, one for each of the three darts that a Sim throws per turn - objectState_dartboard_Dart1, objectState_dartboard_Dart2, & objectState_dartboard_Dart3. Those each point to six different object states for each of the dart numbers. I
believe that in order to do this
properly, one would need to make copies of each of those and change them to custom names and then reference those with customized tunings for all of the other dartboard items...
If you don't mind that it would change the original dartboard to be effect-less, then all of the 'extra' steps above would be unnecessary. That is the 'easy' way to do something such as this, but as I said it would change the original dartboard's effects as well. I do not know of any tutorial about creating a suite of tunings for object states, but would love to hear of one! So back to the FX...
IF you were OK with removing the FX entirely, then (mind you, I have not tested this
theory), then you could look at the states listed in one of the above files, and to make it easier to point you in the right direction instead of me attempting to write out the codes themselves here, look at the dartboard_Dart1_Off.ObjectState for the code that I have in mind. You could try to replace any of the named FX for the darts/states to the line in that tuning of <V n="apply_new_value" t="no_vfx" /> (changed to be the same as the tuning named above by removing the 'extra' lines of the XML)... I will be trying this method myself in the near future with something, and recommending it on the other thread that I mentioned.
You already tried moving the FX bone and saw that it helps. I had in mind something along the line of moving the _FX_ and _FX1_ back along the Y axis by just enough that it would be 'hidden' within a wall - maybe a -0.1 change would be enough. Regrettably, the ability to resize the FX was taken from us I believe shortly before the C&D patch. Before that, it was truly a Joy to be able to play with resizing the FX. I was so very crushed myself when they removed it with no explanation as to why they did. Sometimes when I am reading posts, I fixate on one item and it gets stuck in my head. In this case, it was that you mentioned the bull's eye, and that is why I mentioned only the one effect. In Truth, there are seven for the dart hitting (including the bull's eye), and four for throwing a dart. I apologize for that error.
tl;dr - easy fix - move the FX bones, medium fix - change the original tunings, but lose the original dartboard's FX, hard fix - create a whole new suite of tunings/states for your custom object.
Ooh wow good morning! its night where I am right now :P
I tried hiding the fx in the back and hoped to scale it; cuz the animation plays on the edge of the board as well as under it where the scoreboard was. hence me trying to position it way down in the deep. I'm trying the hard fix as I would love to be able to use the board.
I do have one question. every tutorial I followed about object tuning says that the tuning name and ID must be added to the objects definition. but I have multiple tunings so how to I add the tunings name&ID to Objects definitions?