Free Will workaround and random interaction concerns

francot514

Well-Known Member
Hi, i want to talk you about how Free Will should work in game, by now im starting with the basic workaround:
-Allow sims to execute random avaliable interaction for all those valid objects in the lot.
-Allow sims to check non valid objects to avoid them for random.

Also im not sure, how Free Will should check priority and decide which one is the best interaction, including mood detecting and some other stuff. Your help for this is apretiated.

tsorandomaction.png
 
Keep in mind, the plumbob is NOT in this game, which is what Free Will did. italso patched in fire sfx and the code to run the sfx including the sting, ll kinds of stuff.

The total patch size was 10MB, so no promises that your method will work...
 
Keep in mind, the plumbob is NOT in this game, which is what Free Will did. italso patched in fire sfx and the code to run the sfx including the sting, ll kinds of stuff.

The total patch size was 10MB, so no promises that your method will work...
None of that is actually relevant to the Free Will primitive, Find Best Action.

If you want free will for sims, you will have to modify template person's main interaction and implement this primitive. It uses a scoring system based on the current motives, the available interactions on all objects, the motive change each of these objects advertises and the distance you are from that object. It's basically impossible to get exact numbers on this...
 
None of that is actually relevant to the Free Will primitive, Find Best Action.

If you want free will for sims, you will have to modify template person's main interaction and implement this primitive. It uses a scoring system based on the current motives, the available interactions on all objects, the motive change each of these objects advertises and the distance you are from that object. It's basically impossible to get exact numbers on this...

I will not use the primitive for this, what i want to achieve is enqeue actions based on some conditions automatically, but will not use any changes to game objects, just a controller inside VM that check if entity are not bussy, and after calculate based from some random or better interaction from avaliables.

(Like in image, im starting with tso debug code)
 
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