sNeaksieGarrett on 16/7/2013 at 15:09
Here's my report:
[ATTACH=CONFIG]1744[/ATTACH]
In this first picture, the red box indicates a problem that occurs when I flip the switch a second time.
[ATTACH=CONFIG]1745[/ATTACH]
In this second picture, the bit about togglenoSE is what happens when I use the scriptparams link with no data.
Yet, I see no breath at all. I even tried setting NVCreateAndLinkLoc
LarryG on 16/7/2013 at 17:33
The NVScript error message only comes after you frob the lever off, right? Did I forget to tell you to to add NVRelayTrapTOff="null"; to the design note? My bad.
Did you see the breath puff where you specified it to show up? Change to a wheelbarrow or something like that to see for sure that nothing is getting created.
sNeaksieGarrett on 16/7/2013 at 18:11
I changed the mode lof Breath in the hierarchy to cart but I don't even see that in-game despite NVSpy telling me there was a turnOn message.:erm:
Adding the Null thing fixed the error.
I put this for the location:
NVCreateAndLinkLoc="42.91,77.42,24.99";
LarryG on 16/7/2013 at 18:44
Changing the model used for Breath in the hierarchy may not work. Try changing NVCreateAndLinkCreate="Breath"; to NVCreateAndLinkCreate="Cart"; and make sure that the spot specified by NVCreateAndLinkLoc="42.91,77.42,24.99"; is fully visible in the middle of an airbrush. Note:
Quote:
By default, this is a relative value from the location of the current object, but you can use the NVCreateAndLinkLocObj parameter to specify another object, or 0 for an absolute location.
Did you specify NVCreateAndLinkLocObj=0; ?
sNeaksieGarrett on 16/7/2013 at 20:25
Tried changing from breath to cart, tried adding NVCreateAndLinkLocObj=0; instead of NVCreateAndLinkLoc="42.91,77.42,24.99"
Still nothing. I bet what's breaking this is the Contains link with the Alternate field in the design note. I PM'd NV yesterday, still waiting for response.
Edit: Okay, I tested this by trying a CreatureAttachment link instead and I see a cart attached to his torso.
LarryG on 16/7/2013 at 21:00
Quote Posted by sNeaksieGarrett
Tried changing from breath to cart, tried adding NVCreateAndLinkLocObj=0; instead of NVCreateAndLinkLoc="42.91,77.42,24.99"
Not instead of, in addition to. NVCreateAndLinkLocObj=0 says use absolute coordinates instead of relative to some object when NVCreateAndLinkLoc is specified.
Quote Posted by sNeaksieGarrett
Still nothing. I bet what's breaking this is the Contains link with the Alternate field in the design note. I PM'd NV yesterday, still waiting for response.
I think so too. He may be on vacation for a week or so. This is the summer.
Quote Posted by sNeaksieGarrett
Edit: Okay, I tested this by trying a CreatureAttachment link instead and I see a cart attached to his torso.
Good. So the NVRelayTrap part works to trigger the NVCreateAndLink part. You just need to find out how to properly specify a Contains link with Alternate as the data value. Meanwhile you can remove the lever. The marker is attached to the AI, so you need check that you have everything in place for the TrigRoomObject script on the marker (the Route link to itself, for example). Then you can check that the TurnOn/TurnOffs are getting sent properly to the marker as the AI wanders about.
Edit: Here's a weird thought, what if instead of using a Contains link, you use a Guard > CulpableFor > breath setup. Then you could use NVCreateAndLinkLocObj="guard_name"; NVCreateAndLinkLoc="x,y,z" where Guard_name is the label assigned to the AI guard, and x,y,z is the offset from guard centroid to his mouth. You don't really need the breath attached, just placed there, right? That could do it. Maybe worth a try? I would test that with the cart first and the lever to make sure all works as expected.
sNeaksieGarrett on 16/7/2013 at 21:35
Actually there's two issues here. One is the Contains link, and the other is actually triggering the markers. Without the lever it never gets sent the TurnOn. I tried having both a CD link from and to the marker, as well as a route link from and to the marker. I had a second marker too, both of which have TrigRoomObject on them.
Edit: Ah, ninja'd. I'll try that new method.
sNeaksieGarrett on 16/7/2013 at 21:42
I tried culpable for with everything the same except changing NVCreateAndLinkLocObj and NVCreateAndLinkLoc. I get one cart appearing in mid air as the guard is walking on his patrol, and then nothing. I watched him as he went around the corner from the front of the manor walking further and didn't see another cart. I quit game mode after that.
LarryG on 17/7/2013 at 00:43
Since you had TrigRoomObject working correctly when you were attaching the emitter to the AI, why isn't that same setup working when you attach the marker? The only difference is that you are attaching rather than containing the marker. But it should still be moving around with the AI just the same. Make the marker visible so that you can see it is moving with the AI. Check that you have all the correct links to the marker.
sNeaksieGarrett on 17/7/2013 at 03:31
Okay, with CulpableFor setup and everything as it was before, except this time adding a Route link to and from the marker, I changed cart in the design note back to Breath. The "breath" emits with the AI (actually saved the mission with a model change to 'cart' on the breath) and reappears/disappears like normal. I also put render normal on the marker so I can now see a red box and changed the offset a little bit on the mesh attachment.
I still have to use the lever to send the marker a turnOn though. I don't get why the marker can't get turned on by having the guard just walk in the room.
Edit: Nevermind, I feel so stupid. We were route linking the marker to itself which is why it needed the lever. The marker can't have the route link to itself, it needs to go to the roombrush. Once I did that, everything works fine now! I can see a cart disappear and reappear without me touching the lever at all!
Edit2: Damnit, running into a snag. So I've been watching him and right about the time the guard gets close to rounding the first corner, it stops working again. When he gets around the corner, NVSpy reports that the breath is being sent a TurnOff and then a TurnOn again (which tells me he's transitioning rooms), but I never see another breath. :( Could it be because we put "null" on TurnOff in the design note? No, that's not it. (
https://www.dropbox.com/s/6uac05wmqdoal2h/breathmarkerfix.zip) I've uploaded a new .cow file for you to check out if you don't mind. I didn't delete the lever, but you don't have to touch it at all for the breath to start emitting.