View Full Version : Cancelling Breaks Object

1st Mar 2014, 2:22 AM
I used the Custom Interaction tutorial to make an interaction.

It says to put in 'Idle' and 'Wait to Notify' functions so that the sim will stop doing the action if you cancel it or if one of their needs drops to desperation level. If I do cancel it/needs drop then the sim stops using the object as they're supposed to, but the object then becomes unusable by anyone. They'll approach it then do nothing.

Does anyone have an idea as to what might fix that?

1st Mar 2014, 6:43 PM
Can you attach it to this thread and let me take a look? :)

2nd Mar 2014, 1:07 AM
Sure. Thanks. It's the 'Hunt' interaction.

2nd Mar 2014, 1:50 AM
At a quick glance, I would say your "Wait For Notify" node's Return True path needs to point back to the "Standard Exit" node so that it is always executed. Just as the "Standard Entry" BHAV sets the object as "In Use", the "Standard Exit" BHAV should free the object up from being "In Use."

2nd Mar 2014, 8:36 AM
Yes! I knew I was overlooking something. Thank you!