R Soul on 18/2/2009 at 19:16
No. I reckon you're trying to reset the wings of your flying burrick when the object is turned off. What I suggest is giving the burrick a source (perhaps make a custom stim). Propagator: Contact, Shape > Contact Type: Frob In World
Frobbing the burrick will send the stim to Garrett, so find his archetype and add a receptron. Effect: Set property. NV's site says how to fill in the rest.
LarryG on 18/2/2009 at 19:47
Actually I was thinking of having Garrett set a clock to a desired hour minute as well.
I guess I need to read the time value as well. The idea was Garrett frobs the clock to change the time. If it is the desired time that it gets set to, a CD link opens or unlocks a door. Now that I think of it, I could use a property set to change the speed of the clock's hands, and a 2nd frob to set it back again ... maybe, but I would still need to read the hand positions.
LarryG on 18/2/2009 at 19:54
Quote Posted by R Soul
Frobbing the burrick will send the stim to Garrett, so find his archetype and add a receptron. Effect: Set property. NV's site says how to fill in the rest.
The burrick is unfrobable. There is a tiny on/off switch on its body. I would only reset the positions on turn-off. I suppose it could be done with prop sets, but it would be clumsy compared to a script which could execute on receiving a turn-off.
LarryG on 18/2/2009 at 20:00
What programming language are scripts written in? Is source available that I could look at? I'm a pretty fair hand at programming after 30 years ...
Nameless Voice on 18/2/2009 at 20:26
C++ (GCC/MingW in CygWin).
The versions of the source code which are currently publicly available are a bit out of date, but you can start by looking at Telliamed's PublicScripts (or tnhScript, but the latter is even more out of date).
R Soul on 18/2/2009 at 20:29
The scripts are written in C++. tnhScript comes with source code.
Quote Posted by LarryG
The burrick is unfrobable. There is a tiny on/off switch on its body. I would only reset the positions on turn-off.
In that case give the switch the script NVFrobToggle.
Design note: NVFrobToggleTDest="Player";NVFrobToggleTOff="[5.00]ToyBurrickStim"
And Garrett's receptron can be to set the Shape > Joint Positions property on whatever objects are necessary.
LarryG on 18/2/2009 at 21:59
Is there a recommended C++ Compiler for this work, or does it not matter and I can use whatever I can afford to buy for personal use.
qolelis on 18/2/2009 at 22:00
Quote Posted by LarryG
maybe, but I would still need to read the hand positions.
A crude way of doing it is to increase a QVar on TweqComplete. If you use Stop Tweq on Halt, the tweq sends TweqComplete when it's done. You would then also have to restart the clock on TweqComplete. This would only make possible "on the hour" triggers if you have hour and minute hands. If you added a hand for seconds (possibly invisible), you could get "on the minute" instead.
Nameless Voice on 18/2/2009 at 22:17
Quote Posted by LarryG
Is there a recommended C++ Compiler for this work, or does it not matter and I can use whatever I can afford to buy for personal use.
Like I said, GCC with MingW running in CygWin.
You can use whatever you like, but that's what Telliamed and I use. If you use something else, you'll have to work out how to convert the project.
Telliamed on 18/2/2009 at 23:10
(
http://whoopdedo.org/projects.php?scripts#PublicScripts)
Please use PublicScripts as a reference for new script modules. The source is portable and provided as GPL. Source to tnhScript is just there for morbid curiosity.
(
http://thiefmissions.com/telliamed/#Tutorials) Somewhere you may also find an OSM Demo tutorial I started on. It's archaic, but might still be useful as a quick introduction.
But wait a short bit. New releases of everything with many significant problems fixed are forthcoming.