LarryG on 17/7/2013 at 03:48
Sorry, it was a CD link to itself that's needed to get the TrigRoomObject to send a a TurnOn to the marker.
sNeaksieGarrett on 17/7/2013 at 03:54
It already had a CD link to itself, the problem was the route link not being set up properly. However, now there's an issue with the breath staying. Please see my last post edit.
LarryG on 17/7/2013 at 13:49
Uploading the cow. I'll take a look today.
Edit: OK. There seem to be a couple of problems. Fixed (
http://www.adrive.com/public/Bm5eRM/breathmarkerfixfixed.zip) here.
1. Me. I was mega-multitasking yesterday, didn't look closely at the design note, and mislead you. My bad.
2. You only need the 515 marker. The other gets in the way.
3. The "random" timing for triggering from NVRelayTrap between NVRelayTrapOnDelay and NVRelayTrapOnDelayMax does not appear to be helping understanding what is going on, and may be actively getting in the way.
So. The design note should be:
Quote:
NVRelayTrapTOn="BreathOn";
NVRelayTrapTOff="BreathOff";
NVRelayTrapTDest="[Me]";
NVRelayTrapRepeatOnly=1;
NVRelayTrapRepeat=-1;
NVRelayTrapOnDelay=2500;
NVRelayTrapOnDelayMax=2500;
NVRelayTrapExclusiveDelay=1;
NVCreateAndLinkOn="BreathOn";
NVCreateAndLinkOff="BreathOff";
NVCreateAndLinkCreate="Breath";
NVCreateAndLinkLinkType="CulpableFor";
NVCreateAndLinkLinkSource="611";
NVCreateAndLinkLoc="1.2,0.0,2.0";
NVCreateAndLinkLocObj="611";
sNeaksieGarrett on 17/7/2013 at 20:57
Thanks!
Hmm, I've been watching him go around the manor and there seems to be some weird gaps in between his breaths. Doesn't happen all the way around the manor, seems like it starts to have a bigger gap when he's behind the manor. What I mean is, when he starts off, the breath happens at what seems to be a regular quick pace, but then when he gets to a certain point in his patrol it takes longer for him to breath like he's holding his breath for a bit. I guess at this point that's a minor problem. At least it's actually emitting all the way around the manor now!
LarryG on 18/7/2013 at 00:36
I believe that's because of the room brushing. The way it was done he goes in and out of rooms which in turn causes his breathpuffs to go on and off. If it has been 2 secs since the last breath and he then switches rooms, even though both require the breath, a TurnOff is getting sent which causes a BreathOff to get sent, which turns off the breathing and resets the timer. If the new room requires the breathpuffs, then a TurnOn is sent which starts things up with a fresh timer, so it will be another 2.5 secs before you see a breath, for a total of 4.5 secs. Make sense? I don't know for sure that is what's happening, but it's my story and I'm sticking to it!
sNeaksieGarrett on 18/7/2013 at 03:48
Yeah, that does make sense. Though, it feels like it's more than 4.5 seconds, but then again, there's four room brushes around the manor.:erg:
I don't see a way around this, unless I abandon the room brush method of TurnOn/TurnOff. I admit I don't know what CulpableFor does exactly, but I've always seen it in addition to a Contains link that automatically gets added. Interesting how this works. Though, I do have the marker attached to the guard via mesh attach.
Also NV is around, he just won't talk to me. I tried adding him on steam and he didn't respond. I know he was online today too, because I was looking at his profile and it turns blue around the edges if the person is online. I tried twice. However, I go by a different name on steam, so he probably didn't want to add me based on not knowing that username. Ah well, it looks like we've got this working anyway, only thing is the extra delay.:sweat:
sNeaksieGarrett on 19/7/2013 at 00:29
Okay, so I watched him for a bit longer this time and it seems like after a certain point you don't ever see another breath.:sweat: Either the turning on/off is compounding the delay or something else is wrong here. Looks like I'm going to need another method of turnOn/turnOff.
LarryG on 19/7/2013 at 01:11
Well, maybe (
http://www.ttlg.com/forums/member.php?u=16853) The Watcher or (
http://www.ttlg.com/forums/member.php?u=66136) kdau can come up with a clever script idea to put frosty breath on an AI such that:
1) it is positionable to the AIs mouth
2) turns off when the AI goes "inside" and turns on when the AI goes "outside"
3) ideally gets more rapid as the AI increases alert level and/or increases speed of travel (runs)
4) stays on when the AI is unconscious outside
5) shuts off when the AI is dead
Anything else on the wish list? Garrett is a separate matter that you seem to have solved, yes?
sNeaksieGarrett on 19/7/2013 at 04:54
Yeah, as of some posts back before we started talking about the AIs Garrett's breath was working fine.
Maybe I should just give this up. I really am too picky, this is really not a huge matter. I just hate to release something with a known "bug" and have it hurt the experience.
However, talking to either of them is definitely a good idea. In any case, I owe you a big one for helping me out. I know it was frustrating.
To be honest, 4 doesn't really concern me. I never thought of 3, that's a great idea.
The Watcher on 19/7/2013 at 11:47
I'll see if I can put something together to test this evening, I promise nothing but there shouldn't be anything particularly hard there.