john9818a on 13/3/2016 at 01:38
Inline Image:
http://i1283.photobucket.com/albums/a555/jdenison1/badgear_zpsjlys0oqe.jpgI made a metaproperty
ScriptIntert on a gear object which when added to the object it becomes frobbable, and removing the metaproperty makes the object not frobbable. The problem that I have is that late in the game the gear becomes not frobbable after a reload of a quicksave even though it still has this metaproperty. I verified this by loading the quicksave in dromed.
Without giving any spoilers, in the game I can remove the metaproperty and add it again, and then it works fine. Once I quicksave and quickload it isn't recognized anymore. There are no other instances of FrobInfo anywhere on this object except at -1 Object, but that shouldn't affect this.
LarryG on 13/3/2016 at 01:53
One thing to do is to forget about the metaprop and use A/Rs to directly make the object frobable / not frobable. I've done this in a few places where using metaprops wasn't working for me.
Create a stim callled FrobableStim
Create appropriate property sets under Fnord, such as FrobInfo>NNN, FrobInfo>MNN, FrobInfo>SNS, or whatever frob settings you want.
Give your object receptron(s) for FrobableStim which have as the Set Property reaction to the stim using the appropriate property set as the agent and the effect data set to FrobInfo
You can use NVRelayTrap to convert your current metaprop changing messages into FrobableStim stimulations.
john9818a on 13/3/2016 at 04:07
Thanks Larry. I'll give that a try tomorrow and let you know how it works out.
Nameless Voice on 13/3/2016 at 22:20
Also, ScriptInert is a really wrong name for what that metaproperty does.
It isn't inert to scripts, or inert at all. Instead, your metaproperty makes frobs activate scripts.
john9818a on 14/3/2016 at 02:30
:o yes after working with it I realized I had given my metaproperty an opposite meaning name.
I created two different stims, FrobableStim and UnfrobableStim.
ok under Fnord I created two property sets, NoFrob with FrobInfo>NNN and ScrFrob with FrobInfo>SNN.
On my gear I added both stims like this:
Inline Image:
http://i1283.photobucket.com/albums/a555/jdenison1/badgear2_zpsj1msgyeo.jpgCurrently I am using a conversation to add and remove the metaproperty. How do I use NVRelayTrap to convert my metaproperty changing messages into FrobableStim stimulations?
Yandros on 14/3/2016 at 04:39
NVRelayTrapTOn="[1.0]FrobbableStim" or NVRelayTrapTOff="[1.0]UnfrobbableStim" for example would send an intensity 1 FrobbableStim to the target on TurnOn and intensity 1 UnfrobbableStim on TurnOff. I would probably have used a single stim and had different intensities (like 1 and 2) for frobbable vs unfrobbable, but your way is just as good.
LarryG on 14/3/2016 at 05:45
And if you want the target to be the object that has NVRelayTrap on it, you would use NVRelayTrapTDest="[Me]"
john9818a on 14/3/2016 at 10:30
Ok thanks Russ & Larry! I didn't see any of this at Thief missions but I'm guessing because the site hasn't been updated with the latest version of NVscript.
Yandros on 14/3/2016 at 12:43
All of that is in the documentation for NVScript and none of it is new, been in there since the first release.
LarryG on 14/3/2016 at 13:10
You just need to look in the section at the top of the documentation about NVTrigger Scripts to find it. It applies to all such scripts, and so is not documented with the individual scripts redundantly.