R Soul on 9/2/2010 at 19:51
That's already fairly simple with NVFrobToggle and the design note NVFrobToggleTDest="[me]"; NVFrobToggleTOn="[5.00]WaterStim"
The candle should already have a waterstim receptron to allow it to react to water arrows.
LarryG on 12/3/2010 at 15:27
StdButton sends TurnOn every time it is pressed. What about a script that does all the same button stuff (plays a schema with the event tag Event Activate and activates the joint tweq) but sends alternating TurnOn and TurnOff. This would be a combination of StdButton and TrapFlipFlop in one script and not requiring the use of TrapFlipFlop on a 2nd object.
[Aside: in the description of StdButton what does "The button is activated on ... PhysCollision on submodel 4 ..." mean? I see that button objects are all OBB with 6 submodels, but I have never seen an explanation of more than the 1st 2 submodels for use in sphere and spherehat radii. And I know that you can press a button with an arrow, so I suppose that is what is being referred to, but why submodel 4? At first I thought it might be referring to the joint submodels, Joint1 through Joint6, but the only joint on a button is Joint1 not Joint4. Color me confused!]
R Soul on 12/3/2010 at 15:36
For a button to send alternating messages, I just add NVFrobToggle and use a different link flavour to prevent conflicts.
Submodel 4 is probably the red part of the object.
Yandros on 12/3/2010 at 15:46
You don't need a separate object, Larry. Check out all the light switch buttons in my Off The Record mission. They have StdButton only to get the tweq movement and clicky sound and use NVFrobToggle to actually send the alternating TurnOn and TurnOff messages (using ScriptParams links where required, or no links in most cases).
Edit: Beaten by an R Soul! :D
LarryG on 12/3/2010 at 16:02
Thank you both. I had come to that solution also, but it seems ... inelegant. I've always disliked workarounds on aesthetic grounds. I'll use it, though, until a better solution offers. Thanks.
In my case, I also need the button itself to receive the toggling message to turn on an off SelfIllumination. I'm still working out how I want that to happen. This is to be a self-illuminated button. Illuminated when the room is dark, and not when the room is lit. Now there would be a new script: a self-illuminating button toggle script!
LarryG on 13/3/2010 at 15:12
Is there already a way to make SelfIllumination loop between min and max values, flicker or smoothly, randomly or timed? I have some coals that glow with SelfIllumination and while the effect is cool, the ability to simulate the random pulsing of natural coals would be better yet.
R Soul on 22/3/2010 at 22:30
I'd like to suggest an addition to NVConvEhnahcer - send a stim to an object, with an optional delay.
E.g.
Action#: ScriptMessage
arg1: SendStim
arg2: intensity; stim name
arg3: [delay;] target object
Nameless Voice on 22/3/2010 at 22:41
Good idea. I'll add it to my todo list.
In the mean time, you can always send a message and have an NVRelayTrap on the destination object convert it into a stim.
Yandros on 23/3/2010 at 04:13
Could arg2 be formatted the same way as on NVRelay for consistency's sake? i.e. Stim name [intensity]
Nameless Voice on 23/3/2010 at 08:23
More like [intensity]StimName. And I wouldn't have it any other way. I'd probably add the functionality to the SendMessage enhancer, anyway.