This is the most important part of building a tomb, because assigning triggers and behaviors is what makes the tomb function properly. Just setting a few traps and floor switches won’t cut it. You need to instruct these objects to interact and be triggered by each other.
To see how your triggers are working, hold the cursor over the object. The lines show which objects are triggered by the current object. The purple arrow line indicates the object that is being affected by the object your cursor is positioned over.
The green arrow lines indicate that the object is being affected by whatever the line is pointing to.
Here is a series of examples for creating tomb objects, triggers, and interactions:
Floor Switch to Unlock Door
1. Place the door.
2. Place the floor switch.
3. Lock the door using Buy Mode Interactions.
4. Use the “Link Triggers...Step On” interaction on the floor switch. The trigger is Step On.
5. Use the “Link to Activated Behavior...Unlock” interaction on the door. The Activated Behavior for the last trigger is to Unlock.
Keystone Panel to Unlock a Door
1. Place the door.
2. Place the keystone panel on the wall near the door.
3. Place a keystone in the room.
4. Use the “Set Shape” interaction on the keystone and keystone Panel so they match.
5. Lock the door.
6. Use the “Link Triggers...Insert Keystone” interaction on the keystone panel.
7. Use the “Add the Ability to Add Triggers and Activated Behaviors” interaction on the door.
8. Use the “Link to Activated Behavior...Unlock” interaction on the door.
Pushable Statue on Floor Switch Makes a Small
Hole Appear and Unlock Door
1. Place pushable statue.
2. Place a floor switch.
3. Use the “Toggle Visual Style” interaction on the floor switch. This makes the switch appear as a gear—this is the visual state that represents a switch that requires a pushable statue.
4. Place a small hole - floor.
5. Place door.
6. Lock the door.
7. Use the “Hide” interaction on the small hole - floor.
8. Use the “Make Visibly Movable - (Currently: None)” interaction on the pushable statue.
9. Use the “Link Triggers...Step On” interaction on the floor switch.
10. Use the “Link to Activated Behaviors...Appear” interaction on the small hole - floor.
11. Use the “Link Triggers...Step Off” interaction on the floor switch.
12. Use the “Link to Activated Behaviors...Disappear” interaction on the small hole - floor.
13. Use the “Link Triggers...Hidden Switch” interaction on the small hole - floor.
14. Use the “Add the Ability to Add Triggers and Activated Behaviors” interaction on the door.
15. Use the “Link to Activated Behaviors...Unlock” interaction on the door.
Travel Between Two Dive Wells
1. Place two dive wells on the same lot.
2. Use the “Make this a warp well” interaction on both dive wells.
3. Sims can now use the “Explore” interaction on either dive well and travel to the other one.
Add Treasure to a Treasure Chest
1. Place a treasure chest.
2. Use the “Treasure Component” interaction.
3. Use the “Set One Time Treasure Info” interaction to determine what loot is given the first time the treasure chest is opened.
4. Use the “Set Regular Treasure Info” interaction to determine what loot is given any subsequent time the treasure chest is opened.
Cause Trap to Trigger
1. Place a floor trap.
2. Place a hidden trigger panel.
3. Use the “Set Trap Type...Fire” interaction on the floor trap.
4. Use the “Set Trap State...Dormant and Hidden” interaction on the floor trap.
5. Use the “Link Triggers...Hidden Switch” interaction on the hidden trigger panel.
6. Use the “Link to Activated Behaviors...Set to Fire” interaction on the floor trap.
7. Return to Live Mode, and have your Sim walk over the area where the hidden trigger panel was placed, and the invisible trap will go off!