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Post by Merry927 on Aug 28, 2016 16:59:25 GMT -5
Finally...a chance to come back to this! I've made the additional changes and now have something workable in my game. Thank you Anska! I'm also working on 1) making the ale alcoholic and 2) getting the drinks to place on a counter next to the cask instead of in the sims inventory. I haven't had time to work on these parts enough to have questions yet, but I probably will.
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Post by inabadromance on Sept 24, 2016 23:06:19 GMT -5
hey anska ! I'm back at it again (finally) to keep working on the cakes i told you. i've already meshed my decorative item, since last time i used your object for testing. I'm reading this part that says "Like you did for your food items, add the object and interaction tunings found in the Instant Food Kit (Anska_object_foodchemistry_box and Anska_interaction_foodchemistry_box) to your package"..what i don't understand.. is how to "add" the "interaction tuning" string to the package. I cloned a plant, extracted it's object tuning.. and then i'm stuck. When i import the object from your files, it asks me for the interaction tuning.. and i don't know where to get it. I tried looking through the forums but i don't really understand. I found this video from Bakie and he looks for a text already present on the object.. maybe using a plant is my error?Nevermind! My error was trying to use a plant as a base to do the decorative item. Since it doesn't have any iteractions in game, it didn't have anything to export or replace. Now what i'm trying to achieve is make the empty state of the full plate. In this case, is the cake over a stand. I would like to link the empty stand.. i did this with the single plates, but i'm not seeing a "custom" object linked in there.. but only this: <T n="State">15108<!--Consumable_Empty--></T> <V n="PutDownStrategy" t="reference"> <T n="reference">96999<!--PutDownStrategy_Food_Single_Empty--></T> and states.. which makes me believe it's leading to geostates.. but i don't know if there's a way to change that.
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Post by anska on Sept 29, 2016 17:13:56 GMT -5
Hello again, I'll take a look at it tomorrow and see what I can do. Since I have been a little preoccupied with other things last month, I'll need a moment to adjust my brain to code-reading again - it should work rather similar to the normal plates though.
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Post by inabadromance on Sept 29, 2016 17:59:50 GMT -5
no problem hun! let me know if you need anything.
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Post by anska on Sept 30, 2016 1:54:38 GMT -5
So, basically it works like this: If you open the object_Food_BowlFork_Multi tuning xml with Studio, from line 266 on you find a list of different states. These define what the game is supposed to do, when an object enters a different state. In case of EA food this code most of the time simply triggers a different geostate of the object, but you can also link to a different object, materialstate or a specific material- or geostate of a different object. I made a post about how to link to a different object to show an empty / half-full state here. The one thing I yet have to discover is, why the cut number of the object you refer to this way sometimes has to match the one of the original and sometimes doesn't. In EA objects the cut numbers rarely match, but if they don't match in my custom objects I get weird results - A mystery! As for the portion of code you showed in your question: It isn't concerned with what the state looks like but how the Sim is supposed to handle it when the object has entered a certain state (not what this state looks like) - that is whether they rather put it on a table, the floor or in their own inventory. =)
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Post by inabadromance on Sept 30, 2016 17:46:54 GMT -5
aaaaaahh! i knew i must have been looking at the wrong part! i finally figured out and added the code that is on the single plate to set the costume state. and works perfectly fine now, thank you :D i'll be sharing it soon, thank you for helping me out
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Post by laurenbell on Nov 22, 2016 7:16:19 GMT -5
Thank you for your time for making a tutorial. I followed all of the steps, but I still cannot get the item to show up in my game. I am new to scripts, I think I'm having trouble with the hash generator part since I don't know if I'm putting in the right words. I would appreciate any feedback. I was trying to clone a edible cupcake lol. Thank you so much.
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Post by anska on Nov 22, 2016 8:05:42 GMT -5
Hello Lauren, all the numbers can be very confusing, I agree. It would be easiest, if you could link to your package, then I could rather quickly find out, where something might have gone wrong.
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Post by inabadromance on Nov 27, 2016 16:36:06 GMT -5
hi laurenbell , please refer to my post on page 2 and the subsequent replies to it on that same page. Leave the copy/paste of the simdata to last so you can add the information that the tutorial tells you, and save before doing it. The sim data needs to be completing before saving so it doesn't give you that error.
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Post by anska on Jan 15, 2017 18:19:32 GMT -5
Before anyone delves too deeply: This currently needs updating for the toddler patch.
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Post by inabadromance on Jan 16, 2017 11:54:57 GMT -5
*cries*
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