[ARCHIVE] SimAntics & World Development

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2 Sim interactions are now working!
Bob meets bob:
upload_2014-4-18_2-22-47.png
Bob compliments bob:
upload_2014-4-18_2-23-42.png
Bob gives bob a gift:
upload_2014-4-18_2-24-54.pngupload_2014-4-18_2-25-15.png
That uh, crashed the game... I guess I never anticipated bob being that mean! It's trying to set the speech balloon of the flowers instead of the sim for some reason.
Bob proposes to bob, and he accepts!
upload_2014-4-18_2-30-36.pngupload_2014-4-18_2-30-50.pngupload_2014-4-18_2-31-44.png
Flying Hug:
upload_2014-4-18_2-40-34.png

Bonus - cat using pet gym:
upload_2014-4-18_2-38-23.png
 

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Why only Bob, have you not created another sims, if youre making those socials, might create some other 2 or 3 sims to test...
 
I would kill to have a mafiosi parrot named Tony.
That's pretty specific! Can't you just go out and buy one? :p

Why only Bob, have you not created another sims, if youre making those socials, might create some other 2 or 3 sims to test...
Bob is what I've set as the default sim outfit. I haven't "made" the interactions, they are built into the template person object. They work now because of fixes to create object callbacks, the relationship primitive, "run in my stack" implemented for Run Tree By Name and various other changes. All interactions will work the same with sims with any combination of head and body outfits.

For example, right now the pet skin randomization (with small chance for rares) is working perfectly, as that selection and the creation of the pet are handled via simantics.
 
Bob is what I've set as the default sim outfit. I haven't "made" the interactions, they are built into the template person object. They work now because of fixes to create object callbacks, the relationship primitive, "run in my stack" implemented for Run Tree By Name and various other changes. All interactions will work the same with sims with any combination of head and body outfits.
Not to mention, Bob was talking to a cat that stood up like a human. I bet Maxis had fun making Unleashed.
 
In Edith, if you change the "Current Outfit" variable in the Person Data of a sim, the game will detect the write to that variable and immediately update the outfit of that sim. Also, if you change the "Money Amount" variable to a positive amount, you'll see the green box with that simoleon value appear above that sim's head, as if they won something (but without the "woo hoo" sound, animation, or sting music), and it goes away after a few seconds. I guess you could consider variables like these to be using memory-mapped I/O.
 
That was from debugging the interactions failing. I found that they worked with the cat (obviously forcing the interaction...) because it automatically generated the relationship with the person or something. Except that bob 2 was permenantly stuck talking to the cat...

I haven't hooked up most of the special person data items like the money amount etc, since most if not all normal writes to them are via the "alter budget" or "change suit/accessory" primitives. The graphic of 2d objects can only be changed using the relevant entry in its object data though.
 
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Okay, so the piano object is calling a mystery sound event called "piano_play", which is interesting in that it doesn't have any HIT code. The real piano play function is called "PlayPiano" and only plays one piano tune when called (i tested this by rerouting the event). I'm not sure how the game is meant to get to the piano routine normally.

I was able to force the sim's creativity skill (or at least HIT's reference to it) to 10 to get the sim to play flight of the bumblebee, so I'm glad that works at least.
 
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