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Mad Poster
Original Poster
#1 Old 1st Mar 2014 at 2:22 AM Last edited by Charity : 2nd Mar 2014 at 8:36 AM.
Default Cancelling Breaks Object
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?
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*shrugs*
retired moderator
#2 Old 1st Mar 2014 at 6:43 PM
Can you attach it to this thread and let me take a look?

I don't mind if you call me "MSD" or something for short.
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Perhaps someday I'll have leisure time back...
Mad Poster
Original Poster
#3 Old 2nd Mar 2014 at 1:07 AM
Sure. Thanks. It's the 'Hunt' interaction.
Attached files:
File Type: rar  roaches.rar (12.9 KB, 9 downloads) - View custom content
*shrugs*
retired moderator
#4 Old 2nd Mar 2014 at 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."

I don't mind if you call me "MSD" or something for short.
Tumblr
Perhaps someday I'll have leisure time back...
Mad Poster
Original Poster
#5 Old 2nd Mar 2014 at 8:36 AM
Yes! I knew I was overlooking something. Thank you!
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