| Tomb building - part II - Building a tomb - page 2 |
|
|
| Monday, 12 October 2009 21:32 | ||||
Page 2 of 2
Trigger Flow and Content Examples It is best to follow a specific order to design straightforward, intuitive tombs for others to experience. It’s possible to modify the process for what best fits your creative side, but this is a good method with which to begin.
TIP: In order for the tomb to act like a tomb, you must set up a series of Triggers and Activated Behaviors on the placed tomb objects. It is possible to access these commands by entering Buy Mode, and Ctrl + Shift Left Clicking on objects. Examples will be provided on how to use these commands, but it’s important to explain how to access them in the first place! Triggers and Activated Behaviors When you want something to activate something else, essentially a cause and effect, you must first designate a Trigger, then Activate a behavior. For example, you want to make it so that when a Sim steps on a floor switch, a door is unlocked. Floor Switch to Unlock Door
TIPS: The “Link to Activated Behavior” interaction only appears once a Trigger is set. If you want to change what the current trigger is, simply click on an object and select “Reset Current Link.” If you want to see the Triggers current set from an object, hover over the object with the mouse cursor. Lines will be drawn to the connecting objects. If you want to see all triggers set up, select “Triggers…Draw All Links on Lot.” If you want to delete a Trigger, click the object, select “Triggers…” with the name of the Trigger. When doing “Link to Activated Behavior,” all available Activated Behaviors that have not already been selected from the Trigger object will be displayed. To further acquaint you with this building system, here are some common tomb object components and setups for you to use. Remember, these are just examples! Triggers and Activated Behaviors can be mixed and matched to create a huge variety of puzzles. Keystone Panel to Unlock a Door
When inserting the keystone into the Keystone Panel, the door will unlock. Disable Fire Trap with Steam Trap
The Sim cannot get past the fire trap. However, when the Sim steps on the floor switch, it activates the steam trap which puts water onto the fire trap. The fire trap is now disabled and the Sim can pass! Use Pushable Statue to Disable Trap
The Sim probably doesn’t want to risk walking across this armed electrical trap. The Sim can now push the statue onto the trap, which will disarm it for safe passage! Use Pushable Statue on Floor Switch to make Floor Switch Appear and unlock Door
If the Sim steps on Switch A, Switch B appears! However, it quickly disappears when the Sim gets off Switch A. The solution is to push the statue onto Switch A, which makes Switch B permanently visible. The Sim can now step onto Switch B to unlock the door. Additionally, players will receive 1,000 SimPoints to be used online in The Sims 3 Store for the game. Exclusive online content, available only for the expansion pack at launch, will be revealed soon. |
||||
| Last Updated on Monday, 12 October 2009 21:53 | ||||
If you asked something and your comment has been removed, check the mail provided, we will reply you by mail. If you gave an incorrect mail address, please use the contact us page.