[ARCHIVE] SimAntics & World Development

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PD Vitaboy doesn't even deal with blend vertices!! this is unacceptable!!!!!!
 
Compiled, running, and recorded!
Think you should add in a function to cancel the interactions since some deal with being idle and others just get stuck, otherwise I would have continued for another minute.
 
Canceling interactions is co-operative in the sims - meaning that the interaction has to handle its own cancellation, so adding something like that (terminate on the spot) as the real thing wouldn't be accurate. I could add it as a "force cancel" button on the action queue window though.
 
Also - another thing you might notice upon typing a character in the search space and deleting it... None of the puppeteering interaction objects ever delete, as I haven't yet completed the Remove Object Instance primitive.
 
As much as I hate to beat on an dead horse, I think this may be a good time fire up DevCheats.iff in PD. Since some of these interactions deal with another Sim, and the game crashes because there is no other on the lot.
 
You need to use those interactions on the other sim, and DevCheats.iff requires a very specific behavior used nowhere else to be implemented in order to spawn a character. They probably won't work anyways, but I can easily spawn another character as easily as I do this one and test out the interactions on that.
 
New and exciting development time: Run Functional Tree and Find Best Object For Function are now functional. To test this out, force both of the flowers to be wilted and water one, the sim will then immediately water the next! All with SimAntics!! Isn't that magical??

The only thing not implemented regarding these is the behavior of lockout count, which isn't important in gardening but I still need to investigate it.

NOTE: if your game randomly crashes after leaving it for a while, it's because the flowers occasionally check if they are on sale, which is a Sims Online Generic Call, which I have not yet implemented!
 
I'm still not sure how lockout count is meant to work. Behaviors set it to a value greater than 0 when they don't want to iterate over it again, but it is never set back...
 
Okay - looks like number of ticks the object will not be considered in Find Best Object For Function, but it must be different per thread since otherwise sims doing the same thing would catastrophically interfere with each other.
 
It's the same on any one object for every thread... game is broken pls fix

Okay, so lockout count is the number of ticks this object is "locked out" of find best object for function. It decrements every tick. If it is greater than 0, Find Best Object for Function ignores it.
 
Haven't uploaded this yet, but now using the toilet works (with hacks, routing to it is broken atm) and it correctly flushes the toilet and chains to the sink. (I forced neat personality to max for this). Motive changes are now also in, though there are no visible gauges for motives right now.
 
Currently working on motive bars - you'll be able to see Bladder fill up when you're on the toilet, and fun when you're watching the fish etc.

motives.png


Right now the bars are set to random values, but I can set them to point to the motive data in no time.
 
Motive display is now live in the latest commit - you should be able to see it change with the use toilet interaction and Wash Hands on the sinks.
 
Code:
Error    12    The type or namespace name 'UILiveMode' could not be found (are you missing a using directive or an assembly reference?)    GitHub\Project-Dollhouse\TSOClient\TSOClient\Code\UI\Panels\UIUCP.cs    46    42    TSOClient
 
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