LarryG on 14/3/2011 at 03:09
I had looked to NVConvEnhancer and considered that a day or so back, then rejected it as too Rube Goldberg. I may need to go back and reconsider ... but it still doesn't seem right.
LarryG on 14/3/2011 at 04:41
Quote Posted by R Soul
I think you can have up to 4 NVLinkBuilders (always helps to open an osm in Notepad++), but I've no idea if that's of any use.
Can I really?? That would help. So NVLinkBuilder, NVLinkBuilder2, NVLinkBuilder3, and NVLinkBuilder4 are legit entry points?
Edit: from looking at the osm through a hexeditor it does not look like NVLinkBuilder2, NVLinkBuilder3, and NVLinkBuilder4 are really legitimate alternate entry points. Besides, what's the point if I can't target a different AI with each, and the interface structure does not imply that you can. And, finally, when I tried it, it didn't work. Maybe I didn't do it correctly, but I don;t think NV intends this to be done.
Edit the 2nd: Maybe I should use
NVCreateAndLink as this allows me to have multiple copies. If I create markers to hold my conversation and then delete them when the light is turned on ... assuming that the conversation will continue even after its host is no more ...
Quote:
NVCreateAndLink (NVTrap->NVLinkBuilder)
A derivative of NVLinkBuilder.
Upon receiving TurnOn, this script creates the object specified by NVCreateAndLinkCreate.
It then creates a link to the new object, with the flavour specified by NVCreateAndLinkLinkType.
By default, it links from the object with the script, but you can specify a source object via the NVCreateAndLinkLinkSource parameter.
A TurnOff message will destroy the object if it still exists and is still linked. Alternatively, you can specify NVSlayCreated=1 to have the object slain rather than destroyed.
You can use the NVCreateAndLinkLoc parameter to specify the location at which to create the object and NVCreateAndLinkRot to specify the rotation. (Specify both values as a string with three numbers separated by comas, eg: NVCreateAndLinkLoc="1.0,0.0,0.0"; NVCreateAndLinkRot="360,0,0")
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.
If you do not specify a location, the object will be created at 0, 0, 0.
You can specify data for the link in exactly the same way as you can with NVLinkBuilder, except that the parameters are NVCreateAndLinkLinkData#Field and NVCreateAndLinkLinkData#Value. The old params, that simply use 'NV' instead of 'NVCreateAndLink' will still be used as fallbacks, but as of NVScript 1.1.0, the new parameters specific to NVCreateAndLink should be used, to allow NVCreateAndLink and NVLinkBuilder to co-exist on the same object.
Multiple copies: This script has multiple copies, allowing you to apply it multiple times with different parameters to the same object. Add a number after the script name to use another instance of the script, and adjust the name of the script used in the script's parameters accordingly.
Example: you can use the following scripts: NVCreateAndLink, NVCreateAndLink2, NVCreateAndLink3, NVCreateAndLink4. In each case, replace the NVCreateAndLink in the name of each parameter with the name and number of the script you are using. e.g. NVCreateAndLink2Create will specify the object to create for NVCreateAndLink2.
Nameless Voice on 14/3/2011 at 09:17
When I set up systems like this, I used a combination of NVSuspiciousTrap and Telliamed's HighlySuspicious script.
LarryG on 14/3/2011 at 13:07
I have never been able to make heads not tails of the documentation for HighlySuspicious. I have no idea which it goes on, the AI or the light or something else, nor how to get it to do what I want it to do (i.e. put on a AIWatchObj link when the light is off and take off the AIWatchObj link when it is on)
leconbras on 12/6/2018 at 15:44
Is it possible to change the value of a flag whit NVLinkBuilder? For example, to create a link "Detail Attachement" and set the flag "No Joint Rot"?
Nameless Voice on 12/6/2018 at 18:15
Flags are an integer. To figure out the value that you need, add up the values of each flag that you want enabled.
The value of each flag should be 2 to the power of X, where X is its index in the list.
In other words, the first flag is 1, the second is 2, the third is 4, the fourth is 8, and so on.
If you want the first and third flags, you would set the integer to a value of 5 (1 + 4).
leconbras on 12/6/2018 at 19:03
I had tried this but it had not worked .... but it was for a simple reason: I forgot the "quotes". Even being an integer, it needs quotes....
Thanks!
leconbras on 14/6/2018 at 23:54
I have a question about linking, more specifically about the error message "Link with DetailAttachement, has physic model which is unsupported".
Why can not "DetailAttachement" be used with objects that have physics? I need to link objects with OBB model in door vhots using NVLinkBuilder, and the only type that allows me is "DetailAttachement", and although everything has worked well, the error message always appears in the editor.
If everything is working perfectly, what can go wrong?
LarryG on 15/6/2018 at 14:49
There are probably some fringe cases where the existence of the link on an object with a physics model will cause harm, possibly crash the game. If you want to take the risk, that's up to you, but you have been warned.
Yandros on 15/6/2018 at 17:17
I figure that assert was put in for a reason, so I try to avoid ever having a DetailAttached object with a phys model, but I have no idea what problems it might cause.