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Xevt ID
Apr 23, 2017 0:32:01 GMT -5
Post by triplis on Apr 23, 2017 0:32:01 GMT -5
Posted about this on the official sims forums, but I figured I'd ask here too; seems to be more knowledge about the animation side of things concentrated here.
What I'm wanting to do is (as an example): Play a vfx next to the fireplace warm self animation with xevt timing (to guarantee that the vfx will start when, or shortly after, the animation starts.. there's a janky way with a continuation I managed to do this using at_beginning, for the purpose I wanted it, but it's inefficient and comes with its own set of problems).
The issue is, info on how xevt works seems to be sparse and the impression I'm steadily getting from research and testing is that animations simply don't have xevt ids that you can reference, unless they were manually put in there. So if I have to, I'm up for trying to add xevt ids to certain animations. I just have no idea where to begin on it, or if that's even the right track.
I looked at the clip and clipheader files for an animation that definitely does use a xevt_id in-game to see if I could find anything indicating where it's getting the ID value from (which is another part of this that isn't making sense... I've seen xevt ids that are anything from 100 to 1290... the range is so odd that at first it seems like the values are picked to be unique, but then, there are multiple interactions that use a xevt id of 101). I looked using sims studio and using s4pe, but I'm not finding anything that seems relevant.
I feel like I'm missing something really key here. Also, I'm tired and recovering from a cold, so I'm sure that isn't exactly aiding my detective skills. :P
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Post by SACRIFICIAL on Apr 25, 2017 10:13:48 GMT -5
I never understood how Xevt ID worked so I stayed away from it. Have You tried adding an "Offset time" to Your "at_Beginning" part? Here's an example of how it should look like
<V n="timing" t="at_beginning"> <U n="at_beginning"> <V t="enabled" n="offset_time"> <T n="enabled">3</T> </V> </U> </V> In this case the effect will play 3 seconds after the interaction has started, You can try tinkering with the time until You get the perfect results. Good luck.
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Post by triplis on Apr 26, 2017 1:22:37 GMT -5
Thanks! That's good to know. I didn't even realize offset_time exists. I might try offset_time for the heck of it, though I'm not sure if it will work in this particular case, unless there's a way to hook offset_time to the animation itself. The deal is (and I forget what all I described in the OP, so I'll just lay it out) for the main use, I'm imitating how the vampire "mind control" powers work, where it goes like this: Pusher > Continuation into main interaction | Continuation that stops the target sim > End Result The "main interaction" has a constraint in it that forces the sim to be in a particular range of the target before starting the "mind control" animation. The catch is, the VFX that is supposed to play when the animation does is not constrained in the way that the animation is. For the mind control interactions, they worked around this by having a xevt_timing in the "mind control" animation, so that the VFX would only be allowed to play once the animation has started playing. Because the sim could be any distance from the target, it's impossible to predict with manual timing how long it will be before the animation starts (that's why I'm not sure offset would work). For the time being, I found an ok workaround by using the guitar animation, which funnily enough can be played without carrying an actual guitar (air guitar anyone? XD) and which has a base xevt_timing set in it where it can do something immediately when the animation starts (it's there to trigger a state change, but can be used for other stuff too). Also, for those curious about xevt, SimGuruModSquad posted a reply today (well, more like yesterday now) in reply to my question on the official sims about it. I'll quote the full post here: So from the look of it with not the most thorough read-through at 2 in the morning, it looks like what I'm asking about is possible, but not the simplest thing ever to do. Also, here's the resource he linked to in that post: forums.thesims.com/en_US/discussion/872672
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Post by SACRIFICIAL on Apr 26, 2017 7:59:28 GMT -5
Thanks! That's good to know. I didn't even realize offset_time exists. I might try offset_time for the heck of it, though I'm not sure if it will work in this particular case, unless there's a way to hook offset_time to the animation itself. The deal is (and I forget what all I described in the OP, so I'll just lay it out) for the main use, I'm imitating how the vampire "mind control" powers work, where it goes like this: Pusher > Continuation into main interaction | Continuation that stops the target sim > End Result The "main interaction" has a constraint in it that forces the sim to be in a particular range of the target before starting the "mind control" animation. The catch is, the VFX that is supposed to play when the animation does is not constrained in the way that the animation is. For the mind control interactions, they worked around this by having a xevt_timing in the "mind control" animation, so that the VFX would only be allowed to play once the animation has started playing. Because the sim could be any distance from the target, it's impossible to predict with manual timing how long it will be before the animation starts (that's why I'm not sure offset would work). For the time being, I found an ok workaround by using the guitar animation, which funnily enough can be played without carrying an actual guitar (air guitar anyone? XD) and which has a base xevt_timing set in it where it can do something immediately when the animation starts (it's there to trigger a state change, but can be used for other stuff too). Also, for those curious about xevt, SimGuruModSquad posted a reply today (well, more like yesterday now) in reply to my question on the official sims about it. I'll quote the full post here: So from the look of it with not the most thorough read-through at 2 in the morning, it looks like what I'm asking about is possible, but not the simplest thing ever to do. Also, here's the resource he linked to in that post: forums.thesims.com/en_US/discussion/872672I see why "at_beginning" method won't work for You, & thanks for the information that You provided Maybe try adding the VFX in the "Clip Resource" for the animation? it works for sims or objects even if the VFX are not meant for them.
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Xevt ID
May 18, 2017 16:00:34 GMT -5
Post by triplis on May 18, 2017 16:00:34 GMT -5
Thanks! That's good to know. I didn't even realize offset_time exists. I might try offset_time for the heck of it, though I'm not sure if it will work in this particular case, unless there's a way to hook offset_time to the animation itself. The deal is (and I forget what all I described in the OP, so I'll just lay it out) for the main use, I'm imitating how the vampire "mind control" powers work, where it goes like this: Pusher > Continuation into main interaction | Continuation that stops the target sim > End Result The "main interaction" has a constraint in it that forces the sim to be in a particular range of the target before starting the "mind control" animation. The catch is, the VFX that is supposed to play when the animation does is not constrained in the way that the animation is. For the mind control interactions, they worked around this by having a xevt_timing in the "mind control" animation, so that the VFX would only be allowed to play once the animation has started playing. Because the sim could be any distance from the target, it's impossible to predict with manual timing how long it will be before the animation starts (that's why I'm not sure offset would work). For the time being, I found an ok workaround by using the guitar animation, which funnily enough can be played without carrying an actual guitar (air guitar anyone? XD) and which has a base xevt_timing set in it where it can do something immediately when the animation starts (it's there to trigger a state change, but can be used for other stuff too). Also, for those curious about xevt, SimGuruModSquad posted a reply today (well, more like yesterday now) in reply to my question on the official sims about it. I'll quote the full post here: So from the look of it with not the most thorough read-through at 2 in the morning, it looks like what I'm asking about is possible, but not the simplest thing ever to do. Also, here's the resource he linked to in that post: forums.thesims.com/en_US/discussion/872672I see why "at_beginning" method won't work for You, & thanks for the information that You provided Maybe try adding the VFX in the "Clip Resource" for the animation? it works for sims or objects even if the VFX are not meant for them. I'm gonna have to try to dig into this more. I've been meaning to reply to this, but hadn't gotten around to it. I'm not sure what you mean, tbh; the clip files are brand new territory for me and I'm not totally sure what and where all I can edit them, much less what needs to be edited to do particular stuff. I also wanted to ask you, in particular, about custom animations (though maybe that's better done in its own thread) cause I noticed you seem to have added a custom animation with your Torture and Chaos mod, and I'm looking into the possibility of adding some custom animations for my Sorcerer mod. I would want to make sure I know how to add a custom xevt though, along with the adding of animations itself, and of course, creating them, which is so many layers of learning, I get overwhelmed thinking about it. :P (I had some cursory animation study in my game design major in college, but it was always a bit of an overwhelming area for me. So much learning how to navigate the interface just for one program. And then all the details of animation itself. Yeesh.) Basically, what I'm wanting to ask you at the moment, with regards to custom animations is... is there a special process to it that you had to go through? Cause I know Sims Studio has a built-in thing for doing animation overrides, but I don't think that's the same process as adding an entirely new one, which you appear to have done with Torture and Chaos.
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Xevt ID
Jan 30, 2024 23:46:26 GMT -5
Post by naunakht on Jan 30, 2024 23:46:26 GMT -5
off_set time is now deprecated and will be removed from future tunings.
Is there a resource anywhere that explains how to navigate xevts for game animations?
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