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Post by mauvemorn on Feb 14, 2022 15:49:46 GMT -5
Hi. I'd like to start by saying that I have no competence on the subject to actually execute what i have in mind but would be nice to understand if that would even be possible, so if it is possible, please do not take this too seriously. When a sim enters someone else's residential area, the walls are up. When they ring in the door bell and get the "come in" message, the walls drop. I would like to know if it would be possible to do this to a room, not the whole building. Remember the apartment/collage room system in The sims 2 or "locked/hidden" rooms is The sims 3? I really miss these features and was not able to find the analogue of them neither in The sims 4, nor in the mods for it. Would be great if you could just click on a door, choose some random npc to occupy it, and the walls would go up, faking a separate apartment.
I tried reading xml-themed tutorials and looking through all xmls related to doors,ringing in them and knocking to at least find what is responsible for this and get an idea of whether it would be possible, but so far found nothing obvious enough :( Would very much appreciate if someone were to guide me in the right direction
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Post by MizoreYukii on Feb 21, 2022 13:02:22 GMT -5
Unfortunately there wouldn't be anything in the XML for this. It's likely a system on the client side (that we can't touch) that listens specifically for the RingDoorbellSuperInteraction to succeed. And after checking the script for it this seems even more likely, as I'm not seeing anything that would control it.
Your best bet would be to make a fake object (ceiling and walls maybe) with fade values at a specific distance, so that when the player zooms in or interacts with the object it fades or switches to a small/hidden geostate.
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Post by mauvemorn on Mar 4, 2022 5:26:23 GMT -5
Unfortunately there wouldn't be anything in the XML for this. It's likely a system on the client side (that we can't touch) that listens specifically for the RingDoorbellSuperInteraction to succeed. And after checking the script for it this seems even more likely, as I'm not seeing anything that would control it. Your best bet would be to make a fake object (ceiling and walls maybe) with fade values at a specific distance, so that when the player zooms in or interacts with the object it fades or switches to a small/hidden geostate. Thank you very much for the confirmation and the suggestion, it gave me a another idea: what if this box would spawn the furniture when the active household enters (rings a door bell or something) it and remove (not just hide) the furniture when they leave akin to how festivals work? A few more questions if you happened to know the answer: 1). do you happen to know what object spawns flea market items? I see related xmls but can’t find the debug object that has the main xml that references all of them; 2). Is it possible to spawn a room preset instead of specific items? I vaguely remember watching Archie’s video (that is deleted now) where he placed an entire lot or(a room preset) outside of the grid (it was cemetery, I think?). Did I misunderstand something or is it - spawning pre-made lot/room - really possible? edit: just watched another video, here at 2:00 he adds a whole venue. But my guess is, it is just a set of objects like those tree clusters 3). Is it possible for everything in the specific radius to be removed? For example, the box spawns a kitchen, sims eat and leave plates around. When the box removes the specific objects it spawned, the plates stay (if on the floor). Alternatively, could a door do that, so that this is defined not by the radius but portals? 4). Is it possible to remove everything that is placed on the specific object? For example, there is a drink tray that spawns drinks. If I were to remove the tray, everything on it will be removed as well. Instead of the tray - an invisible floor plan. Everything put on it in-game can be removed when the floor plan is removed. But one can’t put furniture on slots, right? Or is there a way?
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