LarryG on 3/5/2016 at 05:22
It is a generous bonus.
Daraan on 5/5/2016 at 22:05
Quote Posted by Nameless Voice
It's a genius bonus. Or possibly a genious bonus!
Guessed it would be some kind of insider. :)
Again thanks, was able to rebuild my setting without the use of the "^:" targeting and cut the lines of code and scripts to a bit less then a half. Should be idiot proof now.
What bugged me a bit is that sometimes OBBTriggers sending multiple TurnOns because there are sometimes 2 rarely 3 PhysEnter Messages at the same time(by the player). In the end I solved it with a Counter=1 which gets resetted at the end of the actions.
I tried to test it and got a negative result but asking to be sure. Does your script add Population links as well? For this setup it's good if there are none - the object gets teleported away -> no PhysExit. For another one/two it would be useful.
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Found an error in the documentation:
NVTriggOBBArchetype - 2 "g"
in Version History 1.2.4 the second NVConvEnhancer links to somewhere else. (dunno how I found this :D
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Man there are so many undocumented scripts inside^^
Unna Oertdottir on 6/5/2016 at 09:15
Quote Posted by Daraan
Man there are so many undocumented scripts inside^^
What else isn't documented?
Daraan on 6/5/2016 at 20:01
There is a new edit script data command which also displays all included scripts. Some have a really nice promising name. But like mission scripts I bet they are very specific
Just realized that there is a documented NVSetPropertyTrap but it's not written in the release notes. Afterwards I think I made something more unfriendly with Stim SetProperty but would have definitely made it with this script if I would have known about it:D
Man I wish I could code myself but I'm not getting how to use these tons of lua modules and how to compile it.
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Why I'm actually posting.
I want AiWatchObj links to an object and thought NVWatchMe is perfect for it but the links are not created at sim - added the script to an already concrete obj.
Not sure if it is intended that it only works this way.
Using the WatchMe script from the public scripts which supports the creation on already concrete objs.
Nameless Voice on 6/5/2016 at 20:47
Oh, it only works for objects that get created dynamically?
Sounds like a bug.
You could try using NVWatchMeTrap instead.
Daraan on 6/5/2016 at 21:02
Quote Posted by Nameless Voice
Oh, it only works for objects that get created dynamically?
You could try using NVWatchMeTrap instead.
When I put it on an archetype and create a concrete object from it the links are instantly created.
Think I use the trap but need more testing if it's better/necessary.
Daraan on 16/5/2016 at 11:50
The (NV)TrigQVar script triggers in the edit mode when changing the QVars and Pending Posted Messages are created every time a condition changes. (see edit_scriptdata)
As I know of this I kinda like it because I can define which traps should trigger at game start and which should not but for those who don't know the script state inspector they save unnecessary data and would still get the same result even if changing the operator/value. (without the QVar)
Nameless Voice on 30/12/2017 at 15:46
Minor update to enable NVShakePlayer, NVMapTrap and NVCameraTrap in T1.
These scripts will only work in T1 if it is being run through NewDark. Bad Things (TM) will happen if you try to use them in OldDark T1.
Note that these have only been lightly tested. Let me know if you run into any issues with them.
Hopefully the people participating in the current T1 contest will find these useful.
LarryG on 30/12/2017 at 17:01
Huh! I've used NVShakePlayer in NewDark T2 for years without issue ... but OK ... thanks.
Nameless Voice on 30/12/2017 at 17:34
I meant that I only quickly checked that it worked in NewDark in T1 mode.