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| lorenrose1013 |
I'm trying to make a few objects portable but I'm not sure which values to change in S3OC or the OBJD. I just want to make it so I can drag it into the inventory, which I think is possible. Thanks in advance for any help!
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#2 |
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Sims MX
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You have to change the "ObjectTypeFlags." If you're using s3pe, click the Grid button and set "LiveDraggingEnabled" (0x00010000) to true. If you're using s3oc, just open the object and tick the "LiveDraggingEnabled" checkbox. |
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#3 |
| lorenrose1013 |
I can move the object now, but I can't put it in the inventory. Is there anything else to check? |
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#4 |
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ellacharmed
Disenchanted
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What is the base object you cloned from? It is not originally portable? |
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Sims 2 Game Help: SysReq ~ Game Problem ~ Delete Caches ~ DFFI ~ Patching ~ Uninstall HowTos: How to Post System Specs | How to Search | How to post in Help | Basic How to mesh in TS3 | How to fix World Routing Lags Sims 3 Game Help: SysReq ~ Game Problem ~ Delete Caches ~ DFDD ~ Remove CC ~ Patch Table ~ Uninstall ~ Crashing Checklist For status of the world fixes and other news, visit my blog http://ellacharmed.wordpress.com/.
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#5 |
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lenglel
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The objects script would need an inventory component as part of it's class definition, so you can't just enable live dragging to turn it into an inventory object. I ran into the same thing when I was making the pillbottle for the ts3 pharmacy. It was cloned from the stack o'mags. |
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#6 |
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twallan
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It actually requires an "ItemComponent" . "InventoryComponent" provides an object with an inventory. "ItemComponent" allows for the object to be placed in an inventory. The confusion is understandable, considering the names.
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NRaas Industries: Sims 3 Mods for the Discerning Player, hosted by The Wikispaces. |
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#7 |
| lorenrose1013 |
So how would I go about adding the 'ItemComponent'? By the way, the item is ATS Fisher's Basket Chest-Like. http://aroundthesims3.com/objects/f...e_misc_02.shtml ^There;s a link |
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#8 |
| lorenrose1013 |
I took the file from the site and made it into a package file, but how do I edit the script of the package file? (I'm quite clueless) |
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#9 |
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lenglel
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The script is in the s3sa resource of the object. Extract it with S3PE and export with net reflector. Open it in MS visual studio and add the ItemComponent, making sure to properly initialize it in the object's OnStartup method. Okay, I just dl'ed and looked at the item in question. It doesn't have an s3sa resource, just uses the wa script Sims3.Gameplay.Objects.TombObjects.TreasureChestEgypt, which I'm guessing is a largish object that can't be dragged into a sim's inventory. I think what you need to do in order to achieve what you're after is to add a new script to the object, because if you override the original script it would affect all objects that use that script, not just yours. |
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Last edited by lenglel : 9th Oct 2011 at 11:43 AM.
Reason: more info
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#10 | |
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Sims MX
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Follow the instructions in this tutorial: Tutorial:Sims_3_Object_Moddingwiki and create a script class for the object. Your script will look something like this:
Code:
Note that if you want the interactions to work from the Sim's inventory, you would have to rewrite them.
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#11 |
| lorenrose1013 |
Thank you all so much! I got it to work! Never mind, I got it
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Last edited by lorenrose1013 : 10th Oct 2011 at 11:16 PM.
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#12 |
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lenglel
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So, where can it be downloaded? |
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#13 | |
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birdyfly
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Quote:
I second this. I have been desperately needing something like this for a while. Also, I'm happy that you managed to get it to work.
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#14 |
| lorenrose1013 |
I made all 19 of ATS Sandy's Chest-likes portable, and I gave all of the files to her. I think she is going to post them on her website, (with due credit to Sims MX for the code), but if you really want it this second you can pm me. ![]() They are all package files, not sims3packs, but you won't get two instances of the object if yo already had the portable one. (I plan on making other objects portable, and I know exactly how to edit the script to do so, so if you have a request, you can also pm me) |
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