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- Rarely Cough While Eating for 1.67 (was "Gimme more of that jazz") - upload on post #7
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- Rarely Cough While Eating for 1.67 (was "Gimme more of that jazz") - upload on post #7
Replies: 6 (Who?), Viewed: 1173 times.
#1
14th Jan 2015 at 8:16 PM
Last edited by Arsil : 28th Mar 2015 at 6:38 PM.
Posts: 997
Thanks: 22104 in 95 Posts
Rarely Cough While Eating for 1.67 (was "Gimme more of that jazz") - upload on post #7
Hello. I need a favour. If you open cleaningmop.jazz (JazzData.package) with Smooth Jazz Studio,do you see strings or hashed codes for the actors assignments? I see hashed codes, but I think I
might have a problem with this tool. So if you instead see strings, can you please copy/paste the
code here? (only the "Assign Actor" statements, I've already figured out the rest).
Code:
State Machine "cleaningMop" { Properties Default Priority Normal Unknown Value 0 = 2 Unknown Value 1 = 0 Unknown Value 2 = 0 Unknown Value 3 = 0 Unknown Value 4 = 0 Actor "mop" Actor "mopJig" Actor "x" Parameter 0x1DC85DFC = "adult" Assign Actor 0x57DC46E0.0x4B5B6D7C as "mopJig"//0x9FC7321F Assign Actor 0x57DC46E0.0xB17B5280 as "mop" Assign Actor 0x57DC46E0."x" as "x" Assign Actor 0x16329A96.0x4B5B6D7C as "mopJig" Assign Actor 0x16329A96.0xB17B5280 as "mop" Assign Actor 0x16329A96."x" as "x" Assign Actor 0x7A488898.0xB61DE6B4 as "mopJig" Assign Actor 0x28074B0C.0x4B5B6D7C as "mopJig" Assign Actor 0x28074B0C.0xB17B5280 as "mop" Assign Actor 0x28074B0C."x" as "x" Assign Actor 0xCE3592FF.0x4B5B6D7C as "mopJig" Assign Actor 0xCE3592FF.0xB17B5280 as "mop" Assign Actor 0xCE3592FF."x" as "x" Assign Actor 0x8B8FB72A.0xB61DE6B4 as "mopJig" Assign Actor 0xE6FD0F0A.0x4B5B6D7C as "mopJig" Assign Actor 0xE6FD0F0A.0xB17B5280 as "mop" Assign Actor 0xE6FD0F0A."x" as "x" Assign Actor 0xA85BC456.0x4B5B6D7C as "mopJig" Assign Actor 0xA85BC456.0xB17B5280 as "mop" Assign Actor 0xA85BC456."x" as "x" Assign Actor 0xD41AF52C.0x4B5B6D7C as "mopJig" Assign Actor 0xD41AF52C.0xB17B5280 as "mop" Assign Actor 0xD41AF52C."x" as "x" Assign Actor 0xAD0B6CEA.0x4B5B6D7C as "mopJig" Assign Actor 0xAD0B6CEA.0xB17B5280 as "mop" Assign Actor 0xAD0B6CEA."x" as "x" Assign Actor 0x78ED6C6C.0x4B5B6D7C as "mopJig" Assign Actor 0x78ED6C6C.0xB17B5280 as "mop" Assign Actor 0x78ED6C6C."x" as "x" Assign Actor 0x78D33043.0x4B5B6D7C as "mopJig" Assign Actor 0x78D33043.0xB17B5280 as "mop" Assign Actor 0x78D33043."x" as "x"
The hashed codes should correspond to the source name of the clips (maybe using shortcuts
like "all") but no matter how hard I try I can't understand from which strings they come from.
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#2
14th Jan 2015 at 8:51 PM
Posts: 301
Thanks: 6795 in 13 Posts
This is what I have, if it helps :
Nothing's real. Nothing's unreal either.
The frontier between true and untrue is a shady fuzzy line.
Destiny, or maybe the long flight's time-span, shall decide the issue.
Code:
State Machine "cleaningmop" { Properties Default Actor "Mop" Actor "mopJig" Actor "x" Parameter "x:Age" = "adult" Assign Actor "a2o_puddle_MopUp.ma"."mopJig" as "mopJig" Assign Actor "a2o_puddle_MopUp.ma"."mop1" as "Mop" Assign Actor "a2o_puddle_MopUp.ma"."x" as "x" Assign Actor "c2o_puddle_MopUp.ma"."mopJig" as "mopJig" Assign Actor "c2o_puddle_MopUp.ma"."mop1" as "Mop" Assign Actor "c2o_puddle_MopUp.ma"."x" as "x" Assign Actor "o_xevt.ma"."object" as "mopJig" Assign Actor 0x28074B0C."mopJig" as "mopJig" Assign Actor 0x28074B0C."mop1" as "Mop" Assign Actor 0x28074B0C."x" as "x" Assign Actor 0xCE3592FF."mopJig" as "mopJig" Assign Actor 0xCE3592FF."mop1" as "Mop" Assign Actor 0xCE3592FF."x" as "x" Assign Actor 0x8B8FB72A."object" as "mopJig" Assign Actor 0xE6FD0F0A."mopJig" as "mopJig" Assign Actor 0xE6FD0F0A."mop1" as "Mop" Assign Actor 0xE6FD0F0A."x" as "x" Assign Actor 0xA85BC456."mopJig" as "mopJig" Assign Actor 0xA85BC456."mop1" as "Mop" Assign Actor 0xA85BC456."x" as "x" Assign Actor 0xD41AF52C."mopJig" as "mopJig" Assign Actor 0xD41AF52C."mop1" as "Mop" Assign Actor 0xD41AF52C."x" as "x" Assign Actor 0xAD0B6CEA."mopJig" as "mopJig" Assign Actor 0xAD0B6CEA."mop1" as "Mop" Assign Actor 0xAD0B6CEA."x" as "x" Assign Actor 0x78ED6C6C."mopJig" as "mopJig" Assign Actor 0x78ED6C6C."mop1" as "Mop" Assign Actor 0x78ED6C6C."x" as "x" Assign Actor 0x78D33043."mopJig" as "mopJig" Assign Actor 0x78D33043."mop1" as "Mop" Assign Actor 0x78D33043."x" as "x" State "a2o_puddle_mopUp_loop_1_" { Transitions to "MopUp" Play 0x7A5D1DC802B071A4 for "x" Play 0x84193CBC6740134 for "Mop" } State "a2o_puddle_mopUp_loop_2_" { Transitions to "MopUp" Play 0x334273D5D5BF7CDF for "Mop" Play 0x7A60DDC802B3ED8B for "x" } State "a2o_puddle_mopUp_start_" { Transitions to "MopUp" Create Prop 0x000004b6 as "Mop" { Play 0x4D1582D8990F77F4 for "x" Play 0x28FC5882A888E84 for "Mop" } } State "a2o_puddle_mopUp_stop_" { Transitions to "Exit" Play 0x34C5A9D09C9E6D86 for "Mop" Play 0x714ED250DC45BEBA for "x" } State "Enter" { Properties Public, Entry, Explicit Transitions to "a2o_puddle_mopUp_start_" } State "Exit" { Properties Public, Exit, Explicit Play 0x2CE7BEDDA76809F7 for "x" { Flags AtEnd, OverridePriority, BaseClipIsObjectOnly Priority1 Low } } State "MopUp" { Properties Public, Loop, Explicit Transitions to "a2o_puddle_mopUp_loop_1_" Transitions to "a2o_puddle_mopUp_loop_2_" Transitions to "a2o_puddle_mopUp_stop_" } }
Nothing's real. Nothing's unreal either.
The frontier between true and untrue is a shady fuzzy line.
Destiny, or maybe the long flight's time-span, shall decide the issue.
#3
14th Jan 2015 at 9:25 PM
Posts: 997
Thanks: 22104 in 95 Posts
Thanks a lot!
There's no crap like "Unknown value ..." etc, did you cleaned
that up or that is exactly what you get when you open it?
I'd like to ask another thing. Is there a way to change an object texture
(possibly the overlay) or maybe select the settings of an existing
preset/complate through the code? I don't want to use geostates
because I'm not able to make them and I think switching the mesh
(like modular objects) would be overkill. I'm open to other suggestions,
I'm trying to find the simplest and more effective way to change an
object appearance though an interaction.
There's no crap like "Unknown value ..." etc, did you cleaned
that up or that is exactly what you get when you open it?
I'd like to ask another thing. Is there a way to change an object texture
(possibly the overlay) or maybe select the settings of an existing
preset/complate through the code? I don't want to use geostates
because I'm not able to make them and I think switching the mesh
(like modular objects) would be overkill. I'm open to other suggestions,
I'm trying to find the simplest and more effective way to change an
object appearance though an interaction.
#4
14th Jan 2015 at 9:31 PM
Posts: 301
Thanks: 6795 in 13 Posts
Quote: Originally posted by Arsil
Thanks a lot! There's no crap like "Unknow value" etc, did you cleaned that up or that is exactly what you get when you open it? I'd like to ask another thing. Is there a way to change an object texture (possibly the overlay) or maybe select the settings of an existing preset/complate through the code? I don't want to use geostates because I'm not able to make them and I think switching the mesh (like modular objects) would be overkill. I'm open to other suggestions, I'm trying to find the simplest and more effective way to change an object appearance though an interaction. |
1) No, no cleaning, I just copy/pasted what I had
2) Sorry but I know nothing about that stuff, although CAsT comes to mind when thinking about changing an object appearance, so maybe find in the code how it does that? Just throwing it out there, I might be off and probably someone with objects knowledge will know better.
Nothing's real. Nothing's unreal either.
The frontier between true and untrue is a shady fuzzy line.
Destiny, or maybe the long flight's time-span, shall decide the issue.
#5
14th Jan 2015 at 9:37 PM
Posts: 997
Thanks: 22104 in 95 Posts
Quote: Originally posted by JunJayMdM
1) No, no cleaning, I just copy/pasted what I had |
AHHHHHH, I love you and I hate you at the same time! :P
Can I ask you another favour? Can you put in an attachment (it's very big) eat.jazz in that readable format?
EDIT: your game is full patched, right?
#6
15th Jan 2015 at 7:12 AM
Posts: 301
Thanks: 6795 in 13 Posts
Here it is, I pasted it in a .cs file so you can open it in VS and keep the indentation
Sure, my game is fully patched. Just for completeness sake, I have all EPs but I miss some of the SPs, especially one that people believe was made with some singer in mind. That one doesn't even exist, despite what they say and what you see around, it does not exist, repeat with me : it does not exist.
Nothing's real. Nothing's unreal either.
The frontier between true and untrue is a shady fuzzy line.
Destiny, or maybe the long flight's time-span, shall decide the issue.
Sure, my game is fully patched. Just for completeness sake, I have all EPs but I miss some of the SPs, especially one that people believe was made with some singer in mind. That one doesn't even exist, despite what they say and what you see around, it does not exist, repeat with me : it does not exist.
Attached files:
eatjazz.zip (18.8 KB, 11 downloads) - View custom content | ||
268346 01-15-2015 08:03 eatjazz.cs --------- ------- 268346 1 file |
Nothing's real. Nothing's unreal either.
The frontier between true and untrue is a shady fuzzy line.
Destiny, or maybe the long flight's time-span, shall decide the issue.
#7
15th Jan 2015 at 8:37 AM
Last edited by Arsil : 16th Jan 2015 at 9:43 AM.
Posts: 997
Thanks: 22104 in 95 Posts
I need another... just kidding. Thanks ^^
Damn, the program/parser sees those "suffix 0x0" as errors, so I can't package a modified script.
I'll try to replace 0x0 with the string used in the other ramification of the "Select" and see if that works.
EDIT
Mmm... let's see:
- if 0x0 is used in an "Assign Actor" statement it's fine.
- if 0x0 is used as a Slot Suffix inside a "Play" statement it's an error
- 0x0 is used as a Slot Suffix only when chopsticks are involved
EAxis tuned the coughing chance while eating unspoiled food and not being a slob as:
- 1/11 (odds 10:1) after the first bite
- 1/16 (odds 15:1) after the third bite
- you can't cough after the second or fourth (if applicable) bite
So the percentage to cough while eating a food/recipe is about 16%. Way too high in my opinion.
There is a mod by bluegenjutsu that completely removes the chance to cough but I don't
like the idea of remove it from the game. I think that once in a while, for a change, it's nice
to see a sim coughing and be surprised by that, so I reduced that chance about ten times
for unspoiled foods (now the chance to cough is about 1% for the first bite, 0.6% for the
third bite and, combined, is about 1.6%).
EDIT: I explained that poorly and wrongly. It takes more than 4 bites to eat a food (it depends
on the type of food of course). What I meant with "bites" was "single eating clips/animations".
I didn't change the percentages if the food is spoiled or sims have the slob trait.
I'm testing it and seems to work fine. If someone is interested in a mod like this and wants
to help me test it, here it is. Since eating with chopsticks is the part that worries me most,
focus on that and try it in every situation imaginable: standing, seating (no table/counter),
seating (counter), seating (table), etc.
The original idea for this mod was by TigerM.
Damn, the program/parser sees those "suffix 0x0" as errors, so I can't package a modified script.
I'll try to replace 0x0 with the string used in the other ramification of the "Select" and see if that works.
EDIT
Mmm... let's see:
- if 0x0 is used in an "Assign Actor" statement it's fine.
- if 0x0 is used as a Slot Suffix inside a "Play" statement it's an error
- 0x0 is used as a Slot Suffix only when chopsticks are involved
Quote: Originally posted by http://simswiki.info/wiki.php?title=Sims_3:Jazz
Slot Suffix An optional suffix can be applied to the animation slots used in an animation. This is typically used for determining which side of the bed a sim is on, or which seat of a car or sofa they are sitting in. The suffix is defined in term of the actor name and a parameter to be used for the substitution. |
EAxis tuned the coughing chance while eating unspoiled food and not being a slob as:
- 1/11 (odds 10:1) after the first bite
- 1/16 (odds 15:1) after the third bite
- you can't cough after the second or fourth (if applicable) bite
So the percentage to cough while eating a food/recipe is about 16%. Way too high in my opinion.
There is a mod by bluegenjutsu that completely removes the chance to cough but I don't
like the idea of remove it from the game. I think that once in a while, for a change, it's nice
to see a sim coughing and be surprised by that, so I reduced that chance about ten times
for unspoiled foods (now the chance to cough is about 1% for the first bite, 0.6% for the
third bite and, combined, is about 1.6%).
EDIT: I explained that poorly and wrongly. It takes more than 4 bites to eat a food (it depends
on the type of food of course). What I meant with "bites" was "single eating clips/animations".
I didn't change the percentages if the food is spoiled or sims have the slob trait.
I'm testing it and seems to work fine. If someone is interested in a mod like this and wants
to help me test it, here it is. Since eating with chopsticks is the part that worries me most,
focus on that and try it in every situation imaginable: standing, seating (no table/counter),
seating (counter), seating (table), etc.
The original idea for this mod was by TigerM.
Attached files:
Arsil_RarelyCoughWhileEating.package.zip (33.0 KB, 16 downloads) - View custom content | ||||||||||
58113 01-15-2015 10:58 Arsil_RarelyCoughWhileEating.package --------- ------- 58113 1 file |
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