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Old 18th Jan 2009, 01:09 PM DefaultCreating a "read epitaph" function - is it possible? #1
Frenchie
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Hello,
I've just had an idea that I felt was somewhat original: I'd like to add a pie menu option on tombstones which, when chosen, would display a little dialogue in the top right corner of the screen (like for NPCs saying they're done with their work) containing a short poem. The function would check the gender and the dead Sim, and the cause of their death, to choose a poem out of 18 and put the right pronouns in the text. If needed, though, pronouns can be avoided, as seen below:

Quote:
Originally Posted by Epitaph for death by sunlight
Here lies Lestat, vampire,
Dark creature of the night
Who was meant to never expire
But shouldn't have stood in the sunlight


I'm a complete newbie in knowledge of BHAVs and creation of functions, but I'm willing to learn. Is this a particularly hard mod to create with a bit of learning, and if it's feasible, may I get pointed in the right direction as to how to implement this?
Thanks in advance.

If you like Greek mythology and humour, go check "Zeus & Sons", my webcomic
Id pro lulzis feci.
Old 19th Jan 2009, 08:55 AM #2
Echo
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As far as BHAV projects go, this is fairly achievable. Have a read of these two:
http://modthesims2.com/showthread.php?t=142907
http://modthesims2.com/showthread.php?t=194588

and you should have a good idea of how to go about it!
Old 19th Jan 2009, 09:15 AM #3
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Thanks for confirming that it's possible, Echo. However, I've had a quick look at both tutorials and two question arise:
1) The basic BHAV tutorial seems to explain how to add a function to one object. Or does it explain how to add a function to, say, every single tombstone in the game? It seems platinum tombstones are different objects, and making a function six times may be tedious (as I told you, I know virtually nothing so far, it probably has to do with urn/stone semi-globals or something).
2) Is it possible to make the top right corner dialogue appear instead of that box in the middle of the screen? The box in the middle of the screen pauses the game, you see, and it'd get very annoying if you're reading a large number of epitaphs.

If you like Greek mythology and humour, go check "Zeus & Sons", my webcomic
Id pro lulzis feci.
Old 19th Jan 2009, 10:09 AM #4
Echo
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1) I'd have to look more closely, but I expect all of the gravestones share common semi-globals, in which case you would create the function once then update all the tombstone pie menus. Not overly involved.
2) Yes, that's just a different dialogue type, the basic operation is the same.

You won't find tutorials for every variation of modding, you have to find the thing that's close, then figure out how to tweak it for what you specifically want to do. If you get through both those tutorials, there are plenty of people who can give you a hand manipulating what you've learned to achieve what you've described.
Old 19th Jan 2009, 10:54 AM #5
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Quote:
Originally Posted by Echo
1) I'd have to look more closely, but I expect all of the gravestones share common semi-globals, in which case you would create the function once then update all the tombstone pie menus. Not overly involved.
2) Yes, that's just a different dialogue type, the basic operation is the same.

You won't find tutorials for every variation of modding, you have to find the thing that's close, then figure out how to tweak it for what you specifically want to do. If you get through both those tutorials, there are plenty of people who can give you a hand manipulating what you've learned to achieve what you've described.
Thanks I'll first try to add a function that displays a simple text on a cloned tombstone, then I'll come back and ask for help on both making that function available for all tombstones, and making the text more complex.

If you like Greek mythology and humour, go check "Zeus & Sons", my webcomic
Id pro lulzis feci.
Old 20th Jan 2009, 01:16 AM #6
J. M. Pescado
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This is possible to do. It's even theoretically possible to carve your own. There is, however, a caveat: Tombstones moved to community lots will lose all this data unless you alter the method by which the entire tombstone-transfer-system works. This is also doable, but not for newbies.

Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Old 20th Jan 2009, 08:00 AM #7
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Quote:
Originally Posted by J. M. Pescado
Tombstones moved to community lots will lose all this data unless you alter the method by which the entire tombstone-transfer-system works.
Do you mean that when a tombstone is moved, it "forgets" whom it belongs to and how the sim died?

Crap.

If you like Greek mythology and humour, go check "Zeus & Sons", my webcomic
Id pro lulzis feci.
Old 22nd Jan 2009, 03:05 AM #8
Phaenoh
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This is an awesome idea French, I hope you stick with it.
Old 22nd Jan 2009, 08:15 AM #9
Frenchie
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I'll do everything I can to stick to it, and will try to rather ask for extensive support than give up (that is, if people who know more than me don't mind me pestering them with millions of "how do I do this" questions ). Now if I could just have more time on my hands... I need to wait for a few weeks, till my exams are over.

PS: The bug Pes mentions appears to have been fixed somewhere along the way... the forums mention some haunted community lots...

If you like Greek mythology and humour, go check "Zeus & Sons", my webcomic
Id pro lulzis feci.
Old 22nd Jan 2009, 11:47 PM #10
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Update! I've created the basic function after going through the BHAV tutorial and making a hacked tombstone (basically, no other tombstone would have that function, if I understand well).




Now I'll need to study how to make such a function appear on every tombstone. Does it have anything to do with the pie menu strings/functions resource group? Should I set it to something else than 0xFFFFFFFF?

If you like Greek mythology and humour, go check "Zeus & Sons", my webcomic
Id pro lulzis feci.
Old 23rd Jan 2009, 02:36 AM #11
Echo
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Yep, they need to have the same group and instances as the ones in the original object, then they will override those. In the case of BHAVs, when you need to add new ones, then you need to given them the same group as the ones in the original object, but give them different, unique instance numbers.
Old 23rd Jan 2009, 07:42 AM #12
J. M. Pescado
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Quote:
Originally Posted by The_French_Sim
PS: The bug Pes mentions appears to have been fixed somewhere along the way... the forums mention some haunted community lots...
It hasn't. All the ghosts will be blue starvation ghosts, regardless of how they died.

Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
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