Ricebug on 13/5/2015 at 01:06
Seems this should be fairly straightforward, but...
I have a piece of loot with the TrigWorldFrob script on it. It's CD-d to a DeleteTrap, which is CD-d to a Pagan light. Pick up the loot, the light goes out. I've done this in other missions (Strife! The Ruins chapter). Not working here.
LarryG on 13/5/2015 at 02:17
The light must be an AnimLight. Then TurnOff the light before deleting it. That should always work.
Ricebug on 14/5/2015 at 17:33
Well, I must be noobin' again, 'cause I can't figure it out. I've replaced the pagan light with an anim light. Can you be a wee bit more specific?
Yandros on 14/5/2015 at 17:39
The Paganlight was fine, what Larry meant was it needs to be made an AnimLight instead of a static light. Remove its Light property and give it AnimLight instead, set the way you want. Also give it the AnimLight script, that way you can send it a TurnOff before you delete it.
Ricebug on 14/5/2015 at 17:51
OK, I got it to delete the pagan light. Light still remains. Been up and down the command tree and can't find that darn TurnOff nested anywhere.
Yandros on 14/5/2015 at 18:06
Here's what I would do. There are more elegant ways with double NVRelayTraps or S/R, but this should work nicely enough.
Trigger --> Inverter --> Light
|
------> Delay (100 millisecs is plenty) --> DestroyTrap --> Light
So whatever your trigger is, I imagine it's currently rigged to a DestroyTrap already to delete the light. You need to insert a brief delay in between there so that the TurnOff has a chance to happen. The delay can be a TrapTimedRelay, but if you're already using NVScript I'd highly recommend instead you just make a marker with NVRelayTrap and set the Editor > Design note to "NVRelayTrapDelay=100;". Then you need to also link the trigger to an Inverter which is linked to the light, that will turn it off. All the links shown are ControlDevice.
Ricebug on 14/5/2015 at 19:14
I understand all of it except for the trigger. This is how I understood your diagram:
Inline Image:
http://www.bogadocious.com/temp/Light.pngSo, the light gets extinguished but the pagan light model remains. I played around with it and couldn't get it to delete. Probably something I totally forgot. One's supposed to turn off the light and another is to remove the model? In the marker I have the script
NVRelayTrapDelay. Also have the Design Note thing in there as well.
(Remember the doofus who sat in the back row in math class, doodling in his notebook? That was me. Totally math stupid.)
LarryG on 14/5/2015 at 19:19
What action is supposed to trigger the deletion of the pagan light? Frobing the loot, right? So that is the trigger.
So you have piece of loot with the TrigWorldFrob script on it. CD it to the marker with the delay and to the inverter. The Inverter cd's to the light to turn it off. The delay marker CDs to the destroy trap to destroy the pagan light. If you had the destroy working before, it should work now, just after the specified delay.
Edit: Um ... NVRelayTrapDelay is not a script. NVRelayTrap is the script. NVRelayTrapDelay is a parameter that you set in the Design Note to get NVRelayTrap to delay sending along the message.
Ricebug on 14/5/2015 at 21:53
Aha! It was the misspelled script that was causing it. Thanks, LarryG, for clearing it up.
LarryG on 15/5/2015 at 00:59
The lesson is for anyone who asks for help: Always tell the full story! The more you describe of what you are trying to do and how you tried to implement it, the more likely you will get a response which helps. You told the full story, so it wasn't that hard to help.