Hi, not sure if you still around answering questions or not, but hope i can get a little help.
In the second page, you said LiveDrag will able to make item drag-able from inventory. So i add LiveDrag, and the rest are followed as in tut, but it did work. (in game item will dis-pear, but will decrease money. I didn't do LiveDrag for other swatches, so they worked fine. Is there more things need to do to make it drag-able?
You can make objects draggable by adding the LiveDrag component to their Object Definition.
Here is a pic of where you can find that in the Warehouse tab:
In the second page, you said LiveDrag will able to make item drag-able from inventory. So i add LiveDrag, and the rest are followed as in tut, but it did work. (in game item will dis-pear, but will decrease money.
I didn't do LiveDrag for other swatches, so they worked fine. Is there more things need to do to make it drag-able?
Post by lumpofclay on Nov 30, 2018 12:43:59 GMT -5
Hello, I tried following this tutorial with several objects that are inventoryable like the cot and performance stage because the guitar did not work initially. I keep getting a last exception error however. My last exception file is saying something to the effect of "attempting to move a an object that is not the same object or not in the object manager". The item I am trying to make work is the massage chair.
parklisa97 - I tried to add the live drag and inventory labels in the components section, but it gave me LEs when I had the inventory component. I left the Live Drag one in there, but I had to rewrite the object tuning to allow for both live drag and being able to inventory it.
So, what I did was take the base game lunchbox for kids, change the functioon in the tags bit so it was storage -> miscellaneous, and asdded the tuning resource for object_Spooky_Storage_Chest (127277). I then re-named it, because I had to add the initial bits to allow for carrying it in the sim inventory as well as being able to store basic bits. If you open the package up you'll see the object definition tuning name and ID, and that matches to the object tuning file within the type list. Have a look at what I added by comparing that to the object_Spooky_Storage_Chest resource using S4s.
Hope this is what you wanted... please let me know if it wasn't and I've been barking up the wrong tree.
Post by AlyssaJoltSims on Nov 22, 2019 16:29:56 GMT -5
Tentative expansion on this for making cc laptops actually portable (as I am truly a newbie to this):
Don't forget the object definition tag for live drag (for each object definition you have!) if you would like to be able to do the little hand drag thing in live mode. I did this tutorial using a cc laptop (not my own) and instead of guitar I used an in game laptop. - The XML will look slightly different after university patch, I went ahead and kept all that was within the _components inventory_item thing.
It appears to be working for me but if anyone with more experience wants to elaborate on this, please do!
So I know this is quite an old post but I was hoping someone could help anyway, I tried this out on an object that I want to change into something else, and also make it able to put it in your inventory. I followed all of the steps but whenever I try to get it from the buy mode it says script call failed or something along those lines. Where did I go wrong?
So basically I'm trying to make a semi functional stroller. aka changing a highchair into a stroller and make it that your sim can put a toddler down in it, but it won't have the food or drink option and you can store it in your inventory. I'm not even going to try and add it that you can walk it cause my skills when it comes to tuning and codes and such is like non existence.
Hi everyone! For first - sorry for my english. I no, it's terrible) Very, very terrible. I'm trying to edit kitchen counters. It's long story, but right now, at least, one specific, camping looklike, for portable. With any other objects for now all editing worked well. But i can't edit any counter for anithng. I found here a comment by Bakie, that "all paintings have the same Tuning and TuningID. It just tells the game the object is a painting." As i understand, it's the same situation. And what can be done with it to edit functions of such object?
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