Quick Reply
Search this Thread
Forum Resident
Original Poster
#1 Old 1st Aug 2025 at 11:45 AM
Default New interaction only works sometimes... help?
I've been making a custom object with various interactions. One of those interactions has a dreadful habit of dropping out of the sim in question's queue... sometimes. Sometimes it works fine, but it also sometimes just disappears and nothing happens.

I also want a different interaction to Push this interaction on a different sim, and I can't get that to happen at all.

Anyone have any ideas?
Top Secret Researcher
#2 Old 2nd Aug 2025 at 1:07 PM
It likely ends prematurely because the TEST function returns false. Go through the main action step by step and see all the ways it could end. Insert different text notifications through the script to check how far it gets.
Forum Resident
Original Poster
#3 Old 3rd Aug 2025 at 8:32 AM
Quote: Originally posted by jonasn
It likely ends prematurely because the TEST function returns false. Go through the main action step by step and see all the ways it could end. Insert different text notifications through the script to check how far it gets.


You have been helping me with so many different questions over the last few months, so thank you very much.

In this case I am confident it is not the test function - that has one node, which returns true if the hour is less than 5 and false otherwise (and is the same for another interaction, which is working fine). The only difference with this interaction is that "debug menu" is ticked, and that shouldn't change anything, right?

The suggestion of dialog entries, especially one right at the beginning to see if anything is happening, is probably useful. It isn't returning an error, because I've been testing with testing cheats on and nothing comes up, but I'll have another look and see if there's a return false anywhere.

The sim who is supposed to be doing this interaction is a visitor (temporarily selectable) - is it possible that there's something in the visitor controller code that is cancelling interactions?
Top Secret Researcher
#4 Old 3rd Aug 2025 at 1:41 PM
If he is fully selected, then he becomes a family member. But if you want to push an interaction on visitors, make sure that the visitor box is checked. I don't know what happens if you try to push a debug interaction, as those are usually selected by hand.

I'm thinking how you could check step by step if there is a point where your interaction ends. For example, it could go like this:

Force stand - false - you put a dialog here
Go to position - false if can't go - you put a dialog here, if it appears, you know the interaction ended here.
Animate sim...

If you can't figure anything out, upload the object to look at.
Back to top