Object based social interaction "Routing Problem"
Sept 17, 2021 13:19:16 GMT -5
mercuryfoam likes this
Post by SACRIFICIAL on Sept 17, 2021 13:19:16 GMT -5
Hello, I hope you're doing great.
I've been trying to create an object based social interaction where the 2 sims would stand in a specific spot near the object before starting the interaction/animation.
I managed to use the shower woohoo position as a base & I was able to move the position by moving the slots...
However, when I change the woohoo interaction to a custom one, by changing the interaction's name/tuning, the interaction doesn't work properly anymore, they don't route to the slots and the animation doesn't play, though the interaction is running in the queue.
If you have any idea what could cause this and how it would be fixed I'd be very thankful, and even if you have a different method that could achieve what I'm trying to do I would also highly appreciate it.
Have a nice day! ♥
Thanks to thepancake1
It turns out that changing the original interaction's name (Shower_Woohoo) in this case, to something else, causes the glitch mentioned above...
But thankfully changing the tuning ID/Instance of the interaction, without changing the name doesn't break it.
Huge thanks once again to thepancake1 for the solution ♥
There's also an important step that you need to do and that is to extract the original object's tuning (Object_Shower) in this case, and finding the "part_definition"s that are linked to it in the "Object Tuning"
After that, you need to add those "part_definition"s to your package from the "Extract Tuning" feature found under tools in S4S..
In this case they are (part_Shower_Woohoo) & (part_shower_all) then changing the instance of the "Shower_Woohoo" Interaction found inside under the <L n="include_affordances"> section, to the custom instance that you gave your interaction...
And don't forget to give a custom instance to the parts & replacing the ones in the (Object_Shower) to the new custom parts with your custom interaction, changing the name of the parts is ok in this case and doesn't cause a glitch.
Have a nice day 💞
EDIT:
sadly after further progress it turns out that even though you have a new interaction with a custom instance, the game still takes the data from the original interaction (Shower_Woohoo) and doesn't seem to be effected by the changes on the custom interaction.
I'm going to test it with other objects that uses slots to route and hopefully I'll be able to figure something out.
I will update the thread in case of a breakthrough.
I've been trying to create an object based social interaction where the 2 sims would stand in a specific spot near the object before starting the interaction/animation.
I managed to use the shower woohoo position as a base & I was able to move the position by moving the slots...
However, when I change the woohoo interaction to a custom one, by changing the interaction's name/tuning, the interaction doesn't work properly anymore, they don't route to the slots and the animation doesn't play, though the interaction is running in the queue.
If you have any idea what could cause this and how it would be fixed I'd be very thankful, and even if you have a different method that could achieve what I'm trying to do I would also highly appreciate it.
Have a nice day! ♥
Thanks to thepancake1
It turns out that changing the original interaction's name (Shower_Woohoo) in this case, to something else, causes the glitch mentioned above...
But thankfully changing the tuning ID/Instance of the interaction, without changing the name doesn't break it.
Huge thanks once again to thepancake1 for the solution ♥
There's also an important step that you need to do and that is to extract the original object's tuning (Object_Shower) in this case, and finding the "part_definition"s that are linked to it in the "Object Tuning"
After that, you need to add those "part_definition"s to your package from the "Extract Tuning" feature found under tools in S4S..
In this case they are (part_Shower_Woohoo) & (part_shower_all) then changing the instance of the "Shower_Woohoo" Interaction found inside under the <L n="include_affordances"> section, to the custom instance that you gave your interaction...
And don't forget to give a custom instance to the parts & replacing the ones in the (Object_Shower) to the new custom parts with your custom interaction, changing the name of the parts is ok in this case and doesn't cause a glitch.
Have a nice day 💞
EDIT:
sadly after further progress it turns out that even though you have a new interaction with a custom instance, the game still takes the data from the original interaction (Shower_Woohoo) and doesn't seem to be effected by the changes on the custom interaction.
I'm going to test it with other objects that uses slots to route and hopefully I'll be able to figure something out.
I will update the thread in case of a breakthrough.