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- About a Potty Chair
Replies: 3 (Who?), Viewed: 2270 times.
#1
16th Apr 2016 at 4:42 PM
Posts: 1,101
Thanks: 39707 in 94 Posts
About a Potty Chair
So, I'm considering making a scripting mod that would allow sims to throw away the waste bag from a potty chair into the toilet, because I remember being able to do that in Sims 2 and really miss it in Sims 3.This is the XML tuning I'm seeing for the chair:
<?xml version="1.0" encoding="utf-8"?>
<base>
<Current_Tuning>
<kVolumeForEmptyInteraction value="1">
<!--Range: Positive integers. Description: Number of uses after which the potty chair can be emptied.-->
</kVolumeForEmptyInteraction>
<kNeedsToBeEmptiedEnvironmentScorePenalty value="-30">
<!--Range: 0 - 100. Description: Negative environment penalty when there is an unemptied potty chair.-->
</kNeedsToBeEmptiedEnvironmentScorePenalty>
<kVolumeForPuddles value="2">
<!--Range: Number of uses. Description: Number of uses after which using the potty chair will result in puddles.-->
</kVolumeForPuddles>
<kPottyTimeLength value="25">
<!--Range: Sim minutes. Description: Amount of time a toddler spends on the potty chair.-->
</kPottyTimeLength>
<kPottyTrainToddlerGainRate value="550">
<!--Range: Skill gain per hour. Description: Potty Train skill points for the toddler per hour.-->
</kPottyTrainToddlerGainRate>
<kPottyTrainToddlerMinimumMood value="0">
<!--Range: Mood value. Description: Minimum mood value of toddler to accept potty training.-->
</kPottyTrainToddlerMinimumMood>
<kPottyBagTrashUnits value="1">
<!--Range: Trash units. Description: Number of trash units a potty bag counts for when thrown away in a trashcan.-->
</kPottyBagTrashUnits>
</Current_Tuning>
<Deprecated_Tuning>
<kMinutesToThrowTrash value="60">
<!--Range: Sim minutes. Description: Amount of time to keep trying to throw away trash in case of route failure. Afterwards, just deal with by putting in inventory.-->
<!--deprecated on: 3/14/2008 5:25:27 PM-->
</kMinutesToThrowTrash>
</Deprecated_Tuning>
</base>
<base>
<Current_Tuning>
<kVolumeForEmptyInteraction value="1">
<!--Range: Positive integers. Description: Number of uses after which the potty chair can be emptied.-->
</kVolumeForEmptyInteraction>
<kNeedsToBeEmptiedEnvironmentScorePenalty value="-30">
<!--Range: 0 - 100. Description: Negative environment penalty when there is an unemptied potty chair.-->
</kNeedsToBeEmptiedEnvironmentScorePenalty>
<kVolumeForPuddles value="2">
<!--Range: Number of uses. Description: Number of uses after which using the potty chair will result in puddles.-->
</kVolumeForPuddles>
<kPottyTimeLength value="25">
<!--Range: Sim minutes. Description: Amount of time a toddler spends on the potty chair.-->
</kPottyTimeLength>
<kPottyTrainToddlerGainRate value="550">
<!--Range: Skill gain per hour. Description: Potty Train skill points for the toddler per hour.-->
</kPottyTrainToddlerGainRate>
<kPottyTrainToddlerMinimumMood value="0">
<!--Range: Mood value. Description: Minimum mood value of toddler to accept potty training.-->
</kPottyTrainToddlerMinimumMood>
<kPottyBagTrashUnits value="1">
<!--Range: Trash units. Description: Number of trash units a potty bag counts for when thrown away in a trashcan.-->
</kPottyBagTrashUnits>
</Current_Tuning>
<Deprecated_Tuning>
<kMinutesToThrowTrash value="60">
<!--Range: Sim minutes. Description: Amount of time to keep trying to throw away trash in case of route failure. Afterwards, just deal with by putting in inventory.-->
<!--deprecated on: 3/14/2008 5:25:27 PM-->
</kMinutesToThrowTrash>
</Deprecated_Tuning>
</base>
I'm not initially seeing tuning that I can adjust or tweak to direct a sim to prefer (or even go to) the toilet over the trash can. Am I correct in thinking this will be a custom script? Or am I just missing something obvious?
Strangers in a Strange Land--The Shin Yi Legacy | last updated 3.7.2014
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#2
16th Apr 2016 at 7:29 PM
I think this will require a scripting mod.
PottyChair.Empty creates a TrashPile instance and pushes the sim to throw it away. The "throw it away" function is on TrashPile, so the waste bag is what determines where it gets thrown away, not the potty chair. This function looks for eligible trash cans, recycle bins, and waste chutes.
PottyChair.Empty creates a TrashPile instance and pushes the sim to throw it away. The "throw it away" function is on TrashPile, so the waste bag is what determines where it gets thrown away, not the potty chair. This function looks for eligible trash cans, recycle bins, and waste chutes.
#3
16th Apr 2016 at 7:43 PM
Posts: 1,101
Thanks: 39707 in 94 Posts
Hmm. Since sims don't normally drop things in the toilet, this could be tricky. Am I producing a "throw it away" function that solely seeks out a toilet?
Strangers in a Strange Land--The Shin Yi Legacy | last updated 3.7.2014
My Simblr | Is probably NSFW
My Simblr | Is probably NSFW
#4
16th Apr 2016 at 11:24 PM
Quote: Originally posted by spladoum
Am I producing a "throw it away" function that solely seeks out a toilet? |
PottyChair.Empty uses TrashPile.PutHeldTrashInCan. I guess a custom class based on that can be created, which looks for toilets. But PutHeldTrashInCan itself only finds eligible places to put the waste bag. It then calls PlaceTrashInCan to run the actual animation and to destroy the bag. One of the arguments (whatever suitable place found by PutHeldTrashInCan) required by PlaceTrashInCan is of type IAcceptsGarbage, which is not a base type of Toilet. So approaching this through TrashPile can be problematic.
Perhaps another way could be to do the toilet-searching (and routing to), animating the waste bag drop, etc. with a custom PottyChair class. A TrashPile instance might not even be needed, just a prop object using the waste bag model that can be fed to the state machine for animation, maybe something similar to how Toilet.FlushFish is set up. But I don't understand the animation system well enough to tell whether this is feasible.
Sorry this is not of much help. I don't know that much about this stuff.
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