View Full Version : Prim 0x0016 (Turn Body) Does anyone know how to get a sim to turn during an interaction?
Hunter240x
28th Feb 2006, 09:47 AM
I've been messing around on and off for the last week and a half or so with trying to figure out how to get sims to turn in place (and also move from one spot to another). At first, I tried using animations but they only turn your sim until the animation is over and then the sim reverts back to the default state. I then noticed the prim 0x0016 (Turn Body) command. The only Maxis object I know of off hand (sure there are more than just one) is the paintings in the "Route to Painting" Bhav. I've looked at it, tried to figure out how it works and tried to duplicate it in other objects but I always fail. Either the sim simply doesn't turn their body or I get an "Undefined Translation" error.
I did a search on here and a normal google search but didn't turn up anything except stuff like "how can I get my sim to turn into a vampire?". So I was wondering if anyone knew any infomation on this subject.
Thanks.... and yes, I do realize you could just probably rotate a slot but what if their is only one slot and you want to have the sim turn during the interaction.
Echo
28th Feb 2006, 10:38 AM
You just want the sim to turn 180 degrees? You could run a turning animation, then use global 0x0127 - "Snap - Away (flip sim around)". That one's mostly used when a sim arrives at the object facing the wrong way, but it would probably work for you here. :)
Hunter240x
28th Feb 2006, 12:53 PM
thanks echo, I'll give that a try but I was looking for something a little more flexible too (such as 90 degrees). Right now I have a set of 3 objects I'm working on and a seperate 4th...lol busy. The set is all pretty much the same so I guess I'm making it sound busyer than it really is. Anyways... for a few objects of the set, yes I do want a 180 degree turn. But a few of the objects also would be much improved if I can do a 90 degree turn. I was so happy when I found that prim 0x0016 because depending on what operandas you used, you can have the sim turn to different angles. I also tried it in combination with the "Direction" prim (don't remember the number).
By the way... Out of curiousity, where did you learn that info? Just from looking at objects or is it knowledge that you retained from TS1 (assuming you made objects for TS1).? I tend to wonder how much info people know is due to them making things back on TS1.
Echo
28th Feb 2006, 01:45 PM
Never modded TS1 - lost interest in the game before the really good tools came out. That particular global shows up several times in the crib though, which I modded into a playpen a decent long while ago. So it's really just from looking at objects. :)
I took a look at 0x16... Just first operand selecting the nature of the turn best as I can tell. You're sure you've connected it in to the rest of your BHAV right? Undefined Transition errors can also happen if you haven't connected the paths in your BHAV correctly. :) I have a feeling that command also shows up in one of the remote control car interactions, if that helps.
Hunter240x
28th Feb 2006, 02:15 PM
According to the error log, the Undefined Transition happens at the 0x16 node. I can easily correct it by making false point to the next command, but of course this doesn't make the sim turn. Atleast I'm not alone in thinking that it should just be changing the first operand. And well, if it is, I must be completely stupid because I can't get it to work. Just to answer your question, yes I'm sure I connected it to my Bhav. I want it to happen just before a certain animation, so I looked that the node number of the animation, found the node that linked to it, and changed that to first go to the 0x0016 node and then to the animation. I'm assuming that would be the correct way to link that type of command.
I'll check out the remote control car and see if it's mentioned anywhere. If it is, maybe I can learn something new.
Hunter240x
2nd Mar 2006, 05:56 AM
Ok, still been trying to figure this out and finally got it to work. Instead of using a "Go To Routing Slot" command I tried a "Go to Reletive Position (Anywhere Near, Any Direction)" command. The sim does now turn. So unless I was somehow doing it wrong with using the "Go To Routing Slot", I'm thinking maybe the sims weren't able to turn before because they were snapped into the routing slot. Make sense? or do you think I'm completely on the wrong track?
Echo
2nd Mar 2006, 06:48 AM
Makes sense to me. :)
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