sNeaksieGarrett on 20/6/2013 at 23:40
Okay, I finally managed to position it where I want it, but it spawns indefinitely. Now I need to figure out how to do the NVRelayTrap thing, and to be honest I'm not sure how to set that up. I'll post back if I do get it to work, but at the moment I'm at a loss.
Edit: I made a new marker and added the NVRelayTrap script to it. I then created a design note that initiates a delay. What's next? I don't know what to do after this point. Do I link my button (currently I have a button set up to activate the other marker) to the nvrelaytrap? How do I tell it to turn the particle on and off?
Update: Nevermind. I got it to work, however I've run into a snag. If Garrett crouches, then the particles are up above him. Sigh. I think I'm going to have to throw in the towel.
Sorry, I forgot about your Alt Link Location idea. I'm not sure how I'd set that up though? Would I need to use NVScript to create a CreatureAttachment link instead of a ParticleAttachement link? And if so, do I put the Alt Link Location property on GarrettBreath? And what would I put in the boxes I wonder? I don't think Alt Link Location works the same way for Garrett as it would for an AI.
LarryG on 21/6/2013 at 00:40
Sorry. I meant Renderer > Mesh Attach. Brain fart.
Renderer > Mesh Attach goes on the Garrett archetype. And yeah, this sounds more like a bad idea the more I think about it for a dynamically generated object (the breath puff). I'm just beating my head on the possible ways to attach things to Garrett.
What about mesh attaching an invisible emitter to Garrett where you want it. Now that begins to make sense. I don't recall if you can mesh attach an archetype and have the game work out what to do or if you need the object to pre-exist as concrete ... yeah, I like it! Try that.
sNeaksieGarrett on 21/6/2013 at 02:07
Nope, I tried Mesh Attach on both a concrete breathspout(emitter) and GarrettBreath(particle), and then also using it's archetype number. I don't see the particle being emitted anywhere. Then again, maybe I haven't set up the properties right, but on an AI the mesh joint is 9, so I thought it'd be 9 for Garrett too.
Or do I need to set up the Mesh Attach through NVScript somehow as well?
I discovered this, but it doesn't seem to work on Garrett. I was able to get it to work on an AI though.
Quote:
NVAttachMyObjOn Sim start or when Created ingame, this script crawls back through the inheritance of the object looking for the first ScriptParams link with a data of 'Attach'.
It then creates an object of the type linked to and adds a CreatureAttachment link from the script's object to the newly created object.
You can specifiy the attachment joint via the NVAttachMyObjJoint paramter.
As of v1.0.8, you can have this script use ParticleAttachement links to attach the created object, instead of CreatureAttachment links, by setting the parameter NVAttachMyObjAsParticle=1.
LarryG on 21/6/2013 at 16:10
OK. Here is one last idea. Did you see (
http://www.ttlg.com/forums/showthread.php?t=137228) Tutorial: How to dynamically change the colour of the world?
Yes, I know, this is essentially what you tried before and it didn't work with particles. Stick with me.
Don't use particles. Instead put a bubble (a simple cube should be good enough) over G's head. Now here is the clever bit: have it be completely transparent except for an animated breath puff texture in front! With NewDark, there are plenty of frames now to make a really decent animation. Worth a try? You could use a model tweq too if you really want to get fancy.
sNeaksieGarrett on 21/6/2013 at 19:03
Hmmm.... a bubble?
LarryG on 21/6/2013 at 20:25
A completely transparent bubble / cube. Completely clear and invisible, except for the animated breath buff.
sNeaksieGarrett on 21/6/2013 at 20:28
I don't know how to make an animated breath puff to be honest. Or rather, I don't see my skills in art doing it justice. In any case, just for testing, I exported a cube I made in Blender into thief, set it's transparency to .20 (that way I could see that it was actually being created) and pressed the button to activate the NVCreateAndLink marker. Well, it spawns at Garrett's stomach. I made sure to add this:
Code:
NVCreateAndLinkLinkData1Field="Joint";NVCreateAndLinkLinkData1Value=1;NVCreateAndLinkLinkData2Field="Type";NVCreateAndLinkLinkData2Value=3;NVCreateAndLinkLinkData3Field="Submod #";NVCreateAndLinkLinkData3Value=0;
I'm seeing a pattern that suggests those values do absolutely nothing at all. Apparently joints don't count on Garrett (or, it's because of the way
Player" spawns into the world from the archetype of Garrett?), I'm doing something wrong somehow, or it's because it's not a particle. Also, mono warns me that I'm attaching a non-particle group. (Since you said not to use a particle, I just have a cube I made under Physical.)
LarryG on 21/6/2013 at 20:35
Make it bigger.
For animation, use a blue or green piece of paper for a blue / green screen backdrop and a small piece of dry ice in a glass with a funnel upside down over the top, then when you put your finger over the funnel hole, no vapor will escape. Remove and replace you finger to let a puff loose. Use your digital movie camera to record the puff. Then convert the digital image to stills. Or put your head in your freezer and record your own breaths against the blue/green screen. Or wait until winter ... or google around, maybe someone already did it for you and there is an animated gif you can explode into stills. I found some nice lightning strikes that way.
The cube needs to have particle properties. Read the Color the World post.
You could take something like this:
[ATTACH=CONFIG]1710[/ATTACH]
or these:
[ATTACH=CONFIG]1711[/ATTACH]
Start it very small and scale it up and rotate it a little each frame, then start making it more transparent as it gets bigger until it's gone.
sNeaksieGarrett on 21/6/2013 at 20:55
I give up, but thanks for all your help anyway.
I can't make it larger. When I do, it doesn't show up at all. Also, at the smaller size which does show up, when I crouch and hit the button, you can't see the cube either. So, I can't seem to change the location of the cube, and I can't crouch because it just makes the object disappear. It's not going to work. Now, I could live with it not working when Garrett crouches, but the fact that it appears at his stomach just ruins the setup. Previously, I had it working but when Garrett crouched the particle actually showed but was above his head. I can't risk the player running into that while playing, it'd look wrong.
EDIT:
I tried adding the particle properties to the cube. That didn't really make any noticeable difference to the situation.
LarryG on 22/6/2013 at 00:02
Did you try it with NV's object from his mission (referenced in the thread) and following the tutorial exactly? That should give you a colored globe around Garrett's field of view. The it would just be changing the texture used to have the animated effect.