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Post by Merry927 on Oct 24, 2015 12:17:39 GMT -5
*face palm* I realize what happened. I did not get rid of the first package that I was not able to work on and was testing that instead of the new one I had put the snack chips tuning in. However, the package I did add the snack chips tuning is still not working in-game. It has options for both "put away" and "put in inventory" but it doesn't work and my Sim just waves her arms around when directed to do either of these things. Here's the link to the right package: linkSide note: I assume the reason "put away" is an option is because of this tuning: <E>FRIDGE</E> <E>SINK</E> <E>TRASHCAN</E> <E>RETAIL_FRIDGE</E> <E>RETAIL_SHELF</E> Can that be safely removed? I mean, with such a forgetful god (me), it seems like it would be entirely possible for my Sims to go losing their easels in refrigerators and trash cans. *lol*
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Post by courtesy on Oct 24, 2015 15:50:59 GMT -5
Hello, was just passing by. Try putting <T n="skip_carry_pose">True</T> between <U n="enabled"></U> and see if that helps
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Post by Merry927 on Oct 24, 2015 16:24:17 GMT -5
Hey! It finally works as it should! That even removed the "put away" interaction. Thanks so much, courtesy.
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Post by andrew on Oct 24, 2015 22:13:03 GMT -5
Thanks courtesy and Merry927, It looks like I definitely need to update this tutorial.
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Post by Merry927 on Dec 1, 2015 18:38:14 GMT -5
Hi. I have another question. I am trying to clean up my mods folder and wonder if I can redo the portable lap top computers I made using this tutorial as overrides, so I only have one package in my cc folder. Can one do that with cc?
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Post by andrew on Dec 1, 2015 19:29:45 GMT -5
Hey Merry,
If you just want to override the EA computer tunings, you can skip the steps of cloning them and skip the steps of renaming the object tuning. From the Studio main screen you can click extract tuning, search for "object/object_computer", select all that you want to override and click add to current package. With no other package open, Studio will ask for a location to save a new package and then add just those tunings to the package. From there, you just modify the tunings as you did before and save it and by default they will override the EA computers and any CC computer that doesn't have its own custom tuning.
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Post by Merry927 on Dec 2, 2015 11:29:39 GMT -5
Thank you, andrew.
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Post by dizzydude on Dec 31, 2015 0:48:20 GMT -5
Hi! I tried out this tutorial and it worked, but I was wondering how to make an object draggable to and outside of the inventory. For example, with plants you can drag them out of the inventory, and drag them around in the world. For the item I'm using, that's a necessary function.
Any help would be appreciated.
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Post by andrew on Jan 1, 2016 22:06:36 GMT -5
Hi dizzydude, You can make objects draggable by adding the LiveDrag component to their Object Definition. Here is a pic of where you can find that in the Warehouse tab:
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Post by dizzydude on Jan 3, 2016 12:45:30 GMT -5
Thanks!
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Post by cinderellimouse on Jan 18, 2016 6:25:18 GMT -5
Hi Andrew!
I have a bit of an odd question, but is it possible to have an object that goes into a sims' inventory when purchased, but does not have the 'place in world' interaction? I'm trying to make movie posters that can be bought at my cinema, and have successfully made them inventory-able, and live drag-able so they can be dragged from the inventory when bought and placed on a wall. But if you click on it while it is in the inventory and choose the 'place' interaction the game lags and the sim places it oddly in the middle of the floor instead of on the wall.
I'd basically just like to remove that interaction entirely, but still be able to live-drag and place the poster directly from my sims' inventory. Is that possible?
(Sorry if I'm missing the obvious)
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Post by andrew on Jan 22, 2016 18:04:53 GMT -5
Hi cinderellimouse , you may want to take a look at the collectibles_Postcard_Generic tuning. It has an inventory_item section that also disables it from being placed in the world. <V n="inventory_item" t="enabled"> <U n="enabled"> <T n="can_place_in_world">False</T> <T n="remove_from_npc_inventory">True</T> <T n="skip_carry_pose">True</T> <L n="valid_inventory_types"> <E>SIM</E> <E>MAILBOX</E> <E>RETAIL_SHELF</E> <E>STORAGE_CHEST</E> </L> </U> </V>
I haven't tried that but it looks like what you want for your object. You can either copy that whole section or just the can_place_in_world line. Also I have updated the main tutorial to use a base game item (guitar) instead of the cooler from Outdoor Retreat.
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Post by cinderellimouse on Jan 24, 2016 15:48:49 GMT -5
Thank you, adding the line '<T n="can_place_in_world">False</T>' seems to have worked pretty well. It's a little bit glitchy: if I click on the poster before dragging it from the inventory, it allows me to drag it into the world but won't let me drop it. But if I drag it straight out of the inventory in one movement it lets me place it just fine. It's a big improvement on what it was before though so I'm happy. If I work out the glitch I'll update this post.
Thanks again for your help!
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Post by Polyrhythm on Mar 1, 2016 0:58:37 GMT -5
I'm having an issue making a laptop cc portable. I've added the LiveDrag option under components, and while I can now drag the laptop around the lot, I can't actually put it in their inventory.
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Post by Deleted on Mar 5, 2016 17:48:26 GMT -5
This tutorial is awesome, SO MUCH potential! Thanks Andrew, Kudos to you. *Edit* Here is my first attempt: Bluetooth Portable Speaker link
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