Difference between revisions of "Sims 3:0x073FAA07"

From SimsWiki
Jump to: navigation, search
 
m
Line 1: Line 1:
Behaviour scripts.
+
Signed assemblies, encrypted .NET assemblies. They function as the game scripts.
  
 
These are the scripts that run when a Sim interacts with an object, or another Sim, or just performs its own inner metabolic processes.
 
These are the scripts that run when a Sim interacts with an object, or another Sim, or just performs its own inner metabolic processes.
  
Originally coded in C#, they are all encrypted, and squashed together into a few large files.
+
Currently no way is known to get the game to accept piecemeal overrides, so global hacks for a particular assembly as of 6 / 6 / 2009 are having to replace the entire set - meaning that you can only have global hacks for a particular assembly from one creator at a time.
 
+
Currently no way is known to get the game to accept piecemeal overrides, so global hacks as of 6/6/2009 are having to replace the entire set - meaning that you can only have global hacks from one creator at a time.
+
  
 
It is probably possible to create new scripts for new custom objects, however.  Technical details coming later.
 
It is probably possible to create new scripts for new custom objects, however.  Technical details coming later.

Revision as of 20:53, 6 June 2009

Signed assemblies, encrypted .NET assemblies. They function as the game scripts.

These are the scripts that run when a Sim interacts with an object, or another Sim, or just performs its own inner metabolic processes.

Currently no way is known to get the game to accept piecemeal overrides, so global hacks for a particular assembly as of 6 / 6 / 2009 are having to replace the entire set - meaning that you can only have global hacks for a particular assembly from one creator at a time.

It is probably possible to create new scripts for new custom objects, however. Technical details coming later.

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox