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Post by BlueHorse on Jan 15, 2020 12:18:04 GMT -5
Henlo frens it's the Blue Horse again I'm currently working on this: and wondered if it's possible to make the lean functional? like sims won't get wet underneath it? I'm excited for your answers :3
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Post by BlueHorse on Jan 16, 2020 15:07:16 GMT -5
No idea? :/
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Post by sigma1202 on Jan 16, 2020 15:28:37 GMT -5
Adding this under the SuperInteraction tuning should do the job
<L n="basic_extras"> <V t="buff"> <U n="buff"> <U n="buff_type"> <T n="buff_type">190198</T> </U> <L n="subject"> <E>Actor</E> </L> </U> </V> </L>
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Post by BlueHorse on Jan 17, 2020 4:48:27 GMT -5
Adding this under the SuperInteraction tuning should do the job <L n="basic_extras"> <V t="buff"> <U n="buff"> <U n="buff_type"> <T n="buff_type">190198</T> </U> <L n="subject"> <E>Actor</E> </L> </U> </V> </L>
Awwwe awesome 😍 thank you a lot I can't wait to do it 😍 Can you tell me where the "SuperInteraction" is? in the XML of the object tuning?
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Post by sigma1202 on Jan 17, 2020 8:52:23 GMT -5
Ok, so I am gonna assume that you are using the single bed tuning, you scroll down until you see "_super_affordances" copy the number from the "bed_sleep" entry Then you go to tools --> extract tuning, and you paste the number in the search bar, and add the "bed_sleep" tuning interaction now you scroll in the newly added tuning until you see "basic_extras", just paste the code somewhere bellow it, I pasted the highlighted code now we also need to change the instance id of the tuning since we don't want to make all beds rain immune, go to the Data tab of the interaction tunning, where it says name fill it like this: Your_Creator_name:unique_name, then click enter, it should generate a new id for you, copy it go back to your object tuning and go back to the "super affordances" list, and replace the "bed_sleep" entry with your new id Now go to the Data tab of the "object tuning" and generate a new id like before, copy it, and replace all the "tuning id" entries in each "object definition" and you should be done
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Post by BlueHorse on Jan 17, 2020 9:25:11 GMT -5
Ok, so I am gonna assume that you are using the single bed tuning, you scroll down until you see "_super_affordances" copy the number from the "bed_sleep" entry Then you go to tools --> extract tuning, and you paste the number in the search bar, and add the "bed_sleep" tuning interaction now you scroll in the newly added tuning until you see "basic_extras", just paste the code somewhere bellow it, I pasted the highlighted code now we also need to change the instance id of the tuning since we don't want to make all beds rain immune, go to the Data tab of the interaction tunning, where it says name fill it like this: Your_Creator_name:unique_name, then click enter, it should generate a new id for you, copy it go back to your object tuning and go back to the "super affordances" list, and replace the "bed_sleep" entry with your new id Now go to the Data tab of the "object tuning" and generate a new id like before, copy it, and replace all the "tuning id" entries in each "object definition" and you should be done Oh my gosh you're so awesome I wish I was that talented Thank you soooo sooo much
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Post by sigma1202 on Jan 20, 2020 11:47:40 GMT -5
sigma1202 , Although this thread is marked as solved, I do want to add 1 more question as far as make objects rainproof and not creating an extra thread since it is about the same matter. Does this method work for any kind of objects? - I have this one object someone created from a big "Get Together" tent: The person removed the sides and front so you can use it as a roofed shelter, but it's not rainproofed. When I add chair, table sleepingbag underneith, Sim sitting on the chair will open the umbrella when it rains and get wet. I wonder if this methode you've explaned here, could work for this kind of roofed shelter object to make it rainproof? Thanks in advance. No, this method won't work, since in this method we only add an invisible rain immunity buff while the sim is sleeping
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Post by sigma1202 on Jan 20, 2020 14:30:17 GMT -5
No, this method won't work, since in this method we only add an invisible rain immunity buff while the sim is sleeping Yes I figured, thanks. Any idea how to make an object act like roofed/rainproof? I think you could add a broadcaster to an object, to make it give you the buff when you are close to it, or in your case right under it. I am not sure if it will get rid of the umbrella though I never used broadcasters before, so I am not really sure how they work, can you share the CC? I'll try experimenting a little
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Post by sigma1202 on Jan 21, 2020 6:29:44 GMT -5
I think you could add a broadcaster to an object, to make it give you the buff when you are close to it, or in your case right under it. I am not sure if it will get rid of the umbrella though I never used broadcasters before, so I am not really sure how they work, can you share the CC? I'll try experimenting a little Thanks dear. Sure can, but not now since I‘m not on my Computer, only phone now, but will send it to you tomorrow. Thanks again Ok so i managed to do it, i had some problems along the way but i managed this is the base tuning for the tent, the blue selection is what I added, this set ups a "state" so we can broadcast the buff Here I created a new tuning object state from scratch, it just tells it to start the broadcasting This code below declares the "object state" that I wrote in the previous screenshot, it doesn't really do anything, it just tells the game that that state exists, without it, it was giving me a last exception ¯\_(ツ)_/¯ And finally, we have the broadcaster, its pretty simple, it just gives you a rain immunity buff when you are in the circular radius, the number translates to 1 grid in the game, number 3 seems to work the best You will also have to generate a new tuning id for the base tuning that came with the object, since it uses a generic prop tuning, that means that right now we are giving every prop a rain immunity broadcaster just go to the data tab where it says name, enter your creator_name:Unique_Name and press enter and it will generate a new id for you, just replace it in each "object definition" and everything should work perfectly
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Post by BlueHorse on Jan 21, 2020 7:37:57 GMT -5
Awesome! Thank you so much for the find and explanation and for your time input. Really appreciate it. sigma1202 is hella awesome isn't he?
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