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Alchemist
Original Poster
#1 Old 5th Dec 2016 at 5:20 PM
Default Emitters/triggers and destroying them
I've read all the threads I could find on emitters and looked at some examples of the way they're used by the game. There were some mentions of stuck emitters and making sure you destroy them after their triggered, but I can't find any examples of emitters being destroyed. In my experiments, the Sims react to the emitter once, then they stop, as if the emitter is automatically destroyed, but for all I know, it's still out there floating around in the Sim ether. Does anyone have insight into this?
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Née whiterider
retired moderator
#2 Old 5th Dec 2016 at 11:25 PM
I've done extremely badly at destroying stuff myself, but you can check if the emitter still exists by forcing an error on a random object. At the end of the error log, is a list of all objects that currently exist on the lot - see if your emitter is listed.

What I lack in decorum, I make up for with an absence of tact.
Alchemist
Original Poster
#3 Old 6th Dec 2016 at 12:24 AM
Good idea. Thanks.
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