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|14th Nov 2007, 08:12 PM||Snap into body - snap to different bodypart #1|
I have been able to get my sim to pick up an object and then snap the object to the head.
I would like to have the object in hand once again and then put down the object, but all I get is errors in this part.
Has it changed so the sim is the stack object insted of the object itself after [prim 0x0071] Snap Into (Object: Stack Object ID 0x0000,
Target: My 0x000B (object id)
In that case how do I put the object back as the stack object?
any help would be greatly appreciated
|14th Nov 2007, 10:21 PM||#2|
You should be able to snap the object back into the sim's hand using the same code as your existing "Snap Into". Just change the slot number to slot 0x00 (that's the right hand slot) instead of the head (hat?) slot. To put the object down, I normally just copy in a BHAV which already does that for an existing object.
|15th Nov 2007, 05:07 PM||#3|
Thank You Echo!
It workes great!
I thought I did try this but I guess I forgot to add animations after the snap to hand so it disapeared instantly. ( I always tend to make those misstakes when I am making something I think is a little to complicated for me!)
|16th Nov 2007, 09:55 PM||#4|
I thought I was so clever when I made test BEHAVs that asked for in use or not in use to tell if the sim could pick this crown up or if it is still on the head. The pick up part seems to work but as the sim still have it on the head when the interaction is over the other test doesnīt work. The item isnīt in use as far as the sims knows.
How could I write a BEHAV that asks if anything is atached to the sim head (slot 05), or is there another sulotion?
(I am working on a lucia crown. We celebrate Lucia here in sweden on the darkest day of the year. She has candles in her hair lightning up the dark Lucia morning.)
|16th Nov 2007, 10:25 PM||#5|
The thinking cap uses as pictured:
Wouldn't that work similar? The "AspirationsReward - Thinking Cap" is GUI 0xED9BEC86.
|16th Nov 2007, 11:19 PM||#6|
"In Use" is actually just a flag that gets set in your object's data (0x8, flag 0x6) under certain conditions. Most of the time, it gets set by you calling a "Standard Entry" and gets unset by calling a "Standard Exit". Since the rest of these calls probably aren't relevant for you (as the in-use has to last past the end of the interaction, you can just set that flag manually using expression to get much the same result.
|17th Nov 2007, 09:14 AM||#7|
Thank you so much Rebecah and Echo!
I tried with the thinking cap line and as that workes I am so happy!
I have been wanting to make this the last couple of years and finally, with your great help, it workes!
|17th Nov 2007, 03:40 PM||#8|
Fantastic Solfal! Congrads! I'm so glad the thinking cap idea was helpful.