OK. We finally got this working pretty much how we want it, but I still have a small problem with it. It seems that every time a Sim cancels the interaction with the machine, it throws an error. Do either of you know what is causing it?
I get the same error too.. If I understand what TJ is saying the creator didn't anticipate the actions being cancelled, because when it was created it wasn't made to be used autonomously.
I've made the energy drink autonomous for visitors too... and i've tried making it fun for neat sims to clean up the bags and cans... but i haven't tested that part yet... I think with dizzy's process autonomy hack and tweaking the objects, things might get cleaned up... going to test that today...
I changed the runs with scissors to autonomous. I even enabled it for children, but I don't know if that part works yet. I made it more appealing to playful Sims, but I would have rather made it more appealing to stupid Sims. But I didn't know how to do that.
I guess it's how do you define a stupid sim to an object... I looked at the types for motives and there are only a few types (lazy, active, neat, sloppy, etc)... I wish there was more types to choose from... or maybe some of the types aren't in the help file... It could really depend on the object... So for your scissors a stupid sim could be one that's playful, active, and grouchy (? MY SCISSORS!!)
I've been having great fun redefining type motives for objects... on my other thread about the bookcase i made it more appealing for lazy sims to study body and shy sims to study charisma, but it's still a work in progress....
In all of the Interaction - Buy bhavs, change the first line (Go to relative position) so the false target is to return true. All animate sim lines should also have both true and false targets set to same thing.
I think i understand what you mean TJ... so i'll fix that right away
There are also issues with the way the motive are being handled. Assigning them to a literal value is a VBT, unless you want to max them. What if a sim with full hunger or fun uses the machine? Their motive would actually drop. You should += a literal value to the motive to increase it (op code 3 instead of 5).
So, is that like a relative value versus an absolute value? This part confuzzles me. If, lets say, the hunger bar goes from 0 - 100, 0 being empty and 100 being full, then did the creator just make it an absolute value no matter how hungry the sim is? I would like it to be a relative value, so if the sim would eat a bag of doritoes his hunger bar would gain 25 points, not be set at 75 points no matter what the starting value is. When I see a sim eat something from the machine I see the hunger bar just jump up instead of progress up like when they eat a meal.
Just curious TJ, are you looking at the latest machine posted by the creator... because i think magicmoon and i are using the machine magicmoon posted earlier with the fun taken out
I'm going to try and edit like you say TJ but i'm not quite sure if i understand that part correctly... but thanks for the help.
edit: ok, my bad, I see what you mean by "fun" in the bhav's (i think), but it shows the opcode as 02 on line 2 in the interaction- buy chips.
Should that be changed to 03? Or am i looking at the wrong thing?