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Post by 445hffnns4-10@ on Dec 8, 2020 19:51:58 GMT -5
If I study the scripting for basegame rabbithole buildings such as the Sylvan Glade Tree or the Public Restroom Shack, will making a general rabbithole be as simple as following bakiegaming's YouTube tutorial, "How to Make an Object Tuning Mod (easy)" and exchanging the scripts for what I want?
I'll be trying this project with one of the basegame building shells found in debug buildbuy or a get famous tent...
Further experiments will be to see if I can add other interactions that lead to the generation (creation) of chance cards, generation of objects in a sim's inventory, or changing a sim's energy, hunger, bladder or social bar...
I'll update you guys on my progress soon!
If anyone has any other ideas that's be interesting to test (keep in mind that I'm a newbie as well) then please let me know!
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Post by MizoreYukii on Dec 8, 2020 21:02:33 GMT -5
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Post by 445hffnns4-10@ on May 11, 2021 11:28:36 GMT -5
Thank you so much for responding! I appreciate the help and the resources!
I was just wondering if anyone else knew... but is it possible to make a simple hill shape (a sharp pyramid/slope upwards) with the terrain tool in an empty lot, and then using some sort of game mesh/object extractor to export the mesh of the hill and maybe even the script/coding for the routing path that sims use to navigate up said hill? I want to make a staircase (or some form of elevation) with the rabbithole buildings and I would like it if the sims would route upwards (up the stairs) then into the rabbithole. I don't know if that's how far I'd have to go, or if I should just edit the rigs for the animation, or the walking animation itself, that plays (upon interaction) when you click on the rabbithole shell building.
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