Forum Discussion
11 years ago
Hello, happy new year and thanks you sooooo much for this tutorial.
I am finishing soon Resident Evil house adaptation into a tomb recreating the game and i am coming to the very last bit, the "complicated" riddles, with a key one beeing playing the piano a certain amount of time to open a door. Thought that would be impossible as you can't link anything to the piano but you are a genius :smiley:
Your tutorial on the "AND" processor should do perfect too for my 4 keys needed to open the garden access door.
I will test both in the coming days.
Last, in case you or anybody might know or know a link explaining it, i have still my paintings room to create and there i struggle : Creating a sequence for 7 floor switch.
In detail there are 6 "standard" floor switch to activate in the right order so the "master" and last floor switch (n° 7) will reveal a wall hole with a key in it. Also, if they activate the "master" floor switch and did not the 7 previous "standard" floor switch in the right order, it trigger various traps and reset everything. (so the traps must be new again at every try)
If someone knows the processor command i should use to create this kind of floor switch sequence i am super interested.
Thanks for all your hard work.
Best regards,
Dante.
PS : let me know if you are still looking for some tomb testing, once i have made my piano riddle i can consider helping.
I am finishing soon Resident Evil house adaptation into a tomb recreating the game and i am coming to the very last bit, the "complicated" riddles, with a key one beeing playing the piano a certain amount of time to open a door. Thought that would be impossible as you can't link anything to the piano but you are a genius :smiley:
Your tutorial on the "AND" processor should do perfect too for my 4 keys needed to open the garden access door.
I will test both in the coming days.
Last, in case you or anybody might know or know a link explaining it, i have still my paintings room to create and there i struggle : Creating a sequence for 7 floor switch.
In detail there are 6 "standard" floor switch to activate in the right order so the "master" and last floor switch (n° 7) will reveal a wall hole with a key in it. Also, if they activate the "master" floor switch and did not the 7 previous "standard" floor switch in the right order, it trigger various traps and reset everything. (so the traps must be new again at every try)
If someone knows the processor command i should use to create this kind of floor switch sequence i am super interested.
Thanks for all your hard work.
Best regards,
Dante.
PS : let me know if you are still looking for some tomb testing, once i have made my piano riddle i can consider helping.
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