sNeaksieGarrett on 18/6/2013 at 19:54
Xorak, how did you get it to orient at Garrett's "head?" You were using a ParticleAttachment link FROM a particle TO Garrett, correct? And if so, then what was the Data? I've tried setting it to Head, doesn't work. Do I need to save my gamesys and reload?
Larry, I had thought of using an Alternate Contains type link before and even tested it, but it gave Garrett a red box that he couldn't drop. Speaking of which, testers for my mission are running across this problem when KO'ing guards. (That is, a little red box appears when trying to pick up guards' bodies.) Somehow thief is getting confused and thinking you want to pick up the breathspout. (EDIT: I fixed the red box problem by using a DestroyTrap system instead of using the "TurnOff" message system for the AIs after they've been KO'ed.)
I'm afraid I'm not versed in NV's various scripts, but I guess it's as easy as reading the documentation to see what they do.
LarryG on 18/6/2013 at 20:43
To get rid of the visible red box you need to change Shape > Model name to an invisible object. The fact that you see the box means that the emitter (the red box) is getting attached properly to the head. But what it emits gets relocated elsewhere. Why? No clue. But that does seem to mean that the emitter idea is not a good one for Garrett. That's why Xorak's idea of attaching the particle effect directly and then turning it on and off, might be a better way to go.
And yes, you need to destroy the emitter when an AI is killed or KO'd.
Xorak on 18/6/2013 at 21:09
I'm using an AirCrystalCloud just to test it out, so I added a new archetype under AirCrystalCloud and I offset the boundary box of that new archetype's boundary box to 'Box Min Z' = 2, and 'Box Max Z' = 2.5.
The particleAttachment goes FROM that archetype TO Garrett (-2099), I think just the way you had set the emitter. I never even touched the data box, it reads Type: Object; 0; N/A; 0.
You do need to be working with your own gamesys, which isn't that big of a deal anyways. Unfortunately I haven't had the chance to learn the NVscripts that much either, so I often end up using old-school methods to get things to work (like relying on conversations).
sNeaksieGarrett on 19/6/2013 at 21:20
AirCrystalCloud is a particle, not an emitter. My breathspout object has emit properties on it and emits a Breath particle. I'm guessing that's why it works for you and not for me, because they're simply not the same kind of objects.
Edit: Woops, in my previous post I was basing my response on you using an emitter, but I see after going over your post again you actually said particle. My apologies. I guess it just doesn't work with an emitter.
Xorak, how would I make the conversation? I just tried creating a concrete marker and put Wait follow by remove link, followed by wait, followed by add link. I tried with both Unused for the Actor and Actor One. I made an AIConversationActor link from the concrete marker to Garrett(-2099). Didn't affect the particles.
Edit2: I noticed some pulse settings in the SFX>Particles property. Still fiddling with it, but maybe I can use this to make it disappear for a moment and then re-appear
Xorak on 19/6/2013 at 23:38
I just came to post that maybe you should try the pulse settings of the particle to try and mimic a breath-in breath-out thing.
But for the conversation, you want to always specify an Actor, and the marker needs a TrapConverse script if you didn't give it one. And the AIConversation link needs it's Data set to 1 for a simple conversation.
sNeaksieGarrett on 20/6/2013 at 00:40
Yup, I specified an actor, set trapconverse of course, and set Data to 1. Of course, you're also going to need something to trigger it, which I tried with a button just for a test and it didn't work at all. (button > marker)
Update: I found this (
http://www.ttlg.com/forums/showthread.php?t=91222) thread which kinda helps, but I can't find Nameless Voice's tutorial on particles (of course his site is down, and the one hosted somewhere else does not have that page, or at least I can't find it.)
I'm just going to have to trial and error this for a while, unless somebody knows where I can get a tutorial on Particles/Particle Launch Info. I've noticed that if I play with the Min Time and Max Time from the Particle Launch Info window, I can get it to sort of fade in, but it's still too quick. The higher the number I do, it appears to lesson how many particles are being shown as well. Ugh, it'd probably be less work at this point to just do the conversation method, if I could get that to work...
Xorak on 20/6/2013 at 01:52
Yeah the conversation doesn't work because the particles are part of the archetype rather than concrete object, and when you remove the link, it removes the link for the archetype Garrett not the 'actual' Garrett.
I came up with another system, though I'm failing to get the most basic part of it to work. :erg:
I was trying to setup a radius stim for Garrett. The idea is when he's inside the radius, it teleports the breath emitter to him, which fires once and is done. As long as he's in range of the radius, it should keep teleporting an emitter to him, one after another.
And then you have these objects with the radius stim on them scattered around. But I can't even get the radius stim to work in order to test it.
Plus it sounds good, but I think it will turn out to be impractical as well.
At this point it'd be easiest just to wrap a scarf around Garrett's face and be done with it. :p
LarryG on 20/6/2013 at 02:20
I'm still of the idea to have a marker with the NVCreateAndLink script and have it create the puff particle effect with ParticleAttachment links to Garrett's head. Then use an NVRelayTrap to continuously fire the NVCreateAndLink every x seconds when he is outside.
Xorak on 20/6/2013 at 02:56
I might spend some time then and learn the NVscripts so I know exactly what you're talking about. But I'm leery of going further down the rabbit hole...
Yandros on 20/6/2013 at 03:21
You'll never imagine how you got along without custom scripts. Join us... join us now.