View Full Version : How to make my object's interactions available for autonomous use?
5th Dec 2011, 09:53 AM
So, with advice from people like buzzler and cmomoney, I 've made pills for sims. All of the different types of pills satisfy one or more of the sim's motives, generally at the cost of a different motive. The question is, how can I make them available for sim's to use autonomously to satisfy their own motives? I've been digging through old threads on the create forums and googling all day, but this is the only thing I've come up with:
5th Dec 2011, 12:25 PM
Have you got it so the option appears on the menu yet? If not, that's where you want to start. After that setting it autonomous is relatively easy.
5th Dec 2011, 12:54 PM
All of the different types of pills satisfy one or more of the sim's motives, generally at the cost of a different motive. The question is, how can I make them available for sim's to use autonomously to satisfy their own motives?You need ITUN resources for your interactions which allow autonomous use and advertise the related tradeoff.
5th Dec 2011, 08:53 PM
Is there a tutorial on the subject anywhere?
Meanwhile, I'll go find an ITUN and see if I can locate the interaction that uses it.
6th Dec 2011, 04:41 PM
Is there a tutorial on the subject anywhere?Not that I'm aware of.
It isn't difficult, though. Just take an ITUN resource that does almost what you want and alter it. This is from the PracticeWriting interaction of the Scribbling Pad mod for example:
<Interaction name="Sims3.Gameplay.Objects.TwoBTech.ScribblingPad+PracticeWriting+Definition" />
<Object name="Sims3.Gameplay.Objects.TwoBTech.ScribblingPad" />Enter the full class name for both interaction definition and object. Note how nested classes are separated by + characters. The ITUN's instance ID is the hash of the short class names of interaction and object, separated by a _ character. In this case it's the hash of PracticeWriting_ScribblingPad for example. I don't know if that is exactly necessary. It's how the EAxian devs do it.
<Localization autoGenerate="False" />
<Time value="1" addRoute="True" />
<Exit funExit="False" stressExit="True" interruptible="True" />
<RouteLeadIn allowed="True" />
<AskJoinInteraction joinable="False" />
<ScoringFunction alwaysChooseBest="False" name="" specificCommodity="None" />
<ActionTopic name="" ActionTopicUnavailableAfterActionFinishes="False" />
<Change type="SkillWriting" advertised="200" locked="False" actual="650" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
</Tradeoff>Look at the change type. If you just want to "advertise" the tradeoff, but alter the motive by different means, just set the "actual" value to 0. You will probably want to balance the "advertised" value so it is sensibly attractive, but doesn't completely override other means of fulfilling motives.
6th Dec 2011, 10:28 PM
Thank you, that is very informative. So far, every ITUN I've looked at uses updateType="Continuous".
My interactions update the motives at the end of the interaction. Should I use a different updateType?
I'm going to test what I've got and check back here tomorrow.
11th Dec 2011, 05:57 PM
So far, every ITUN I've looked at uses updateType="Continuous".
My interactions update the motives at the end of the interaction. Should I use a different updateType?Since you don't rely on the tuning to update the motives, I'd suggest to just set the actual value to zero and ignore the update type.
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