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Post by mimi88jp on Jan 15, 2021 21:17:20 GMT -5
This is a newbie question I know... I feel really dumb for asking.
But can someone explain how Autonomous interactions in objects are triggered?
Like I want when a sim gets a Buff:WashHands, they will autonomously go to the nearest sink and wash their hands. Is that possible?
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Post by menaceman44 on Jan 16, 2021 18:35:13 GMT -5
Have a look at the interaction tuning for flushing a toilet. You should find some code that looks similar to this, maybe the same, I'm not sure. It's been a very long time since I worked with it.
This says that after the Sim has completed the interaction this tuning is included in (flushing the toilet), they will also be forced to go and wash their hands afterwards unless they are slobs or have the bad manners trait.
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Post by MizoreYukii on Jan 18, 2021 15:23:01 GMT -5
There are a couple depending on how you want to do it, post_run that Menaceman described is one of them. You can also do static_commodities through buffs (which is also in the post_run), this explanation by Zer0 should help for understanding statics. Or you can do _false_advertisements in interactions, which is what I used to get sims to check something. <L n="_false_advertisements"> <V t="statistic_change"> <U n="statistic_change"> <T n="amount">30</T> <T n="stat">16655<!--motive_Fun--></T> </U> </V> <V t="statistic_change"> <U n="statistic_change"> <T n="amount">30</T> <T n="stat">16658<!--motive_Social--></T> </U> </V> </L>
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