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Post by jerrycnh on Jan 29, 2017 9:04:00 GMT -5
How does Sims 4 identify an article of clothing as a shirt versus shorts, etc? Is there an interaction call when one is changed out?
I'm asking because I want to make an objective for an aspiration that requires the sim to be in a specific outfit while accomplishing a task.
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Post by Leniad on Jan 29, 2017 13:12:45 GMT -5
CAS parts for clothing have both a category and tags for category and tag value that is more specific.
Example for shorts:
Category Lower_Body Tags Category Bottom TagValue Bottom_Shorts
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Post by jerrycnh on Jan 29, 2017 13:48:14 GMT -5
CAS parts for clothing have both a category and tags for category and tag value that is more specific. Example for shorts: Category Lower_Body Tags Category Bottom TagValue Bottom_Shorts I don't see any of those terms in a search of the database under "Export Tuning" in the program... So how would those things be referenced? If, for example, I wanted a sim to play on a pirate ship while wearing shorts, what would go where I put the question marks? <I c="Objective" i="objective" m="event_testing.objective_tuning" n="objective_Asp_Child_PirateInShorts" s="BlahBlahBlah"> <L n="additional_tests"> <L> <V t=" ??????????????"> <U n=" ??????????????"> <T n=" ????????????"> ????????????<!--Wearing_Shorts--></T> </U> </V> </L> </L> <T n="display_text">0xBlahBlahTag<!--Play on a Jungle Gym while Wearing Shorts--></T> <V n="objective_test" t="ran_interaction_test"> <U n="ran_interaction_test"> <L n="affordances"> <T>13513<!--jungleGymBoat_Play--></T> <T>13520<!--jungleGymRocketShip_Play--></T> <T>13514<!--jungleGymBoat_Slide--></T> <T>73950<!--JungleGymRocketship_Spacewalk--></T> </L> <V t="enabled" n="running_time"> <T n="enabled">5</T> </V> <E n="test_event">InteractionUpdate</E> </U> </V> <T n="satisfaction_points">75</T> <T n="tooltip">0x67B5CA25<!--Jungle Gym objects can be purchased from Build Mode under the Outdoors Sort.--></T> </I>
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Post by Leniad on Jan 29, 2017 14:07:01 GMT -5
I don't know about Export tuning database, but if you clone or open a CC clothing in Sims4Studio you can see the items I mentioned, that's all I know.
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Post by jerrycnh on Jan 29, 2017 14:24:57 GMT -5
Well, that pointed me in the right direction. I've got the category number and tagvaluenumber I needed. Now the question just becomes how to get a tuning file to reference them. I'm trying to think, is there anywhere in the game that does it now? The action of jumping in the pool must check to see if you're wearing a swimsuit before forcing you to change into it, right? Hmmm... Well, time for research mode. Thanks for the nudge!
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Post by jerrycnh on Jan 30, 2017 4:39:58 GMT -5
Alright, so I found most of my answer, and it's pretty cool.
Objectives don't seem to be able to check what clothing sims are wearing. But what they CAN do is check for the existence of a buff on the sim, and apparently clothing can give sims buffs. There's an angry lion hat in the game, for example, and a file in tuning called Buff_Clothing_AngryLion. But when I look at that file, I don't see any reference to the actual hat as the source item that runs the script.
Leaving me back where I started in terms of the big question - how does the game "know" what clothing has been changed to? Has anyone found an answer to this?
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Post by brujah on Jan 30, 2017 13:24:42 GMT -5
It may also help to look at the npc services like maid, butler, handyman, etc. I know that those generally spawn a sim in a specific outfit.
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