Permanently repulsive Townie

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witch:
Aw gowan JM, share your toys, tell us how to attach an emitter to a sim...

J. M. Pescado:
Quote from: akatonbo on 2007 May 26, 15:57:38

Would there be any way to get special behavior on specific Sims in-game by way of an inventory token, like the way that the money order object works with playableshoppers? Or with some other kind of token system?

Token systems and custom controllers ala the Brynne Token and Brynne Controller are how things like this are carried about. The kicker is, in order to do such a thing, you have to have a very specific idea of what you want to do, how you want to do it, and what hooks you'd need in addition to tokens and templates. Then, you have to code the thing. The final result will be strange, esoteric, unusual, and hellishly difficult to maintain and port to anyone else's game due to wide potential for conflict. Besides, no one else would want it. See: The Brynne Code.

Sagana:
True storytelling possibilities.

And a shared hood with scripted plots - controlled for conflict via insistance that everyone playing the shared hood used the same stuff, namely whoever coded it (director's cut only or whatever).

<weighs this against the headache that is learning to code>

side 1: really really cool and fun and awesome, plots, scripting, NPCs
side 2: the major headache that is coding

<remembers lines and lines and lines of coding and debugging to make the stupid stupid mobile respond properly, one mob, tiny immort area, hours and hours of hassle, and more hours and hours tracking down typos, constant headaches trying to learn to do it and avoid all math and mindboggling, right-brained-unable-to-interpret symbology>

Play pretend works and I don't have anyone to share hoods with anyways.

Weight falls on the not worth it side. Still very cool. <hopes someone else does the hard part someday and lets me play>

Strangel:
Is it any simpler to make a sim anti-attraction? I would love to have a sim or two in my 'hoods that absolutely despise men AND women (plus set to be mean enough that they don't just refuse flirts, they insult as a result.. XD

J. M. Pescado:
Setting both gender preferences to negative would result in a sim that gets no bolts for anybody, but also no X-bolts. Attraction reactions will occur either as normal, or not at all (uncertain). By default, the preferences have zero effect beyond that, however. With Romance Mod in place, strong negative preferences would result in rejection for anyone trying to flirt.

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