qolelis on 1/7/2009 at 15:09
What about a script for controlling all emitters (not only the first one, but also emit2, emit3, emit4 and emit5)? A parameter to the script could be a list of emitters to control.
Example (I use NV's naming conventions for simplicity's sake):
Scripts: NVTweqEmits, NVTweqEmits2
Design note:
NVTweqEmitsOn="Pattern1"; NVTweqEmitsEmitters="2,4"; NVTweqEmitsOff="StopShooting";
NVTweq2EmitsOn="Pattern2"; NVTweqEmits2Emitters="3,5"; NVTweqEmits2Off="StopShooting"
This would be useful for easily setting up complex shooting patterns that can be turned on and off.
The reason I'm suggesting it is that I have this shooter-object and I wanted to give it a more complex shooting pattern. I started by using two repeating NVRelayTraps, which worked, but then I got the idea to use two emitters (with different rates) instead and I wanted them both on the same object. At first I didn't know how to activate the second emitter; neither TrapTweqEmit, TweqOnOff or NVTweqDevice had any control over the extra emitters (only the first emitter).
This script is not really needed, because the same thing can be done with what already exists, but it would simplify things and save objects. In my setup I activated the second emitter by setting Emitter2State (stTweq2Emit) to On in a receptron (I activated the first emitter with TweqControl in the same receptron (TweqControl controls only the first emitter, by the way)). This can be repeated if I want more emitters and they could be controlled by different stims.
On another note:
R Soul's suggestion seems useful. It would be useful too if one wanted to analyse someone else's mission. It may be better realized as an external tool, though. It could be part of a general mis/gam-file statistics tool.
Telliamed on 2/7/2009 at 21:05
Tweq_control receptron that activates all tweqs should do it.
Or just trigger multiple objects. I can't think of many instances where LGS used multiple emitters.
qolelis on 2/7/2009 at 21:35
Quote Posted by Telliamed
Tweq_control receptron that activates all tweqs should do it.
Or just trigger multiple objects. I can't think of many instances where LGS used multiple emitters.
TweqControl activates only Tweq->Emit, not Tweq->Emit2 etc... even when using TweqAll. The problem is already solved, though, as I stated in my previous post, but if someone is out of ideas for custom scripts, that someone is welcome to steal the idea...
Write it myself, you say? I might, but I just haven't taken the time to learn how to set it all up yet. One day I will, but not before the current project is done.
LarryG on 4/7/2009 at 21:04
If it is not too much trouble, I could use a script that returns an object's face-up orientation as a message ("+x", "-x", "+y", "-y", "+z", "-z") on PhysFellAsleep that you could relay to (six) objects via CD (or other means). Each listener object could treat the message(s) it was listening for as a TurnOn, and all others as TurnOff ...
Telliamed on 7/7/2009 at 00:54
Quote Posted by qolelis
Write it myself, you say?
Did I say that?
@LarryG: Gambling is illegal in Virginia, can't help you.
What about this: Emit a random one (well, two) of six objects with different rest axis configs. The archetype for the object encodes which number it is (via stim source? six intensity ranges) and a sensor acts accordingly.
LarryG on 7/7/2009 at 01:49
Did I say I wanted to roll dice? :cheeky:
I like your idea, though how to emit a random object (among 36 choices) when thrown or dropped, I don't know ... but I like your idea. A different strength for each would do the trick to id the values shown to display appropriate text. I'll have to look and see if I can figure out how to emit a random object when moving from inventory to world.
qolelis on 7/7/2009 at 07:43
Quote Posted by Telliamed
Did I say that?
No, I'm just talking to myself. I have a habit of doing that.
LarryG on 7/7/2009 at 17:42
Quote Posted by Telliamed
What about this: Emit a random one (well, two) of six objects with different rest axis configs. The archetype for the object encodes which number it is (via stim source? six intensity ranges) and a sensor acts accordingly.
I give up, how do I emit a random object (of x choices)? I've looked & don't see any script that comes close.
LarryG on 11/7/2009 at 02:44
Quote Posted by LarryG
If it is not too much trouble, I could use a script that returns an object's face-up orientation as a message ("+x", "-x", "+y", "-y", "+z", "-z") on PhysFellAsleep that you could relay to (six) objects via CD (or other means). Each listener object could treat the message(s) it was listening for as a TurnOn, and all others as TurnOff ...
Well, I tied the (
http://www.ttlg.com/forums/showthread.php?p=1882596#post1882596) rest axis idea out, eventually got it working (mostly ...) well enough to determine that setting the rest axis does not ensure that that face will be up at rest. About 85% of the time it does just fine, but 15% of the time the wong face ends face up. So I really need to know either the axis orientation of the face that is up, or the current axis orientation of what is the +z axis for the model.
Zontik on 15/7/2009 at 06:16
A question about TrapCamAttach.
The description says that 'nolens' parameter works in DromEd only. I used non-physical marker to attach the camera and 'nolens' works in Thief2.exe as well. Maybe something wrong with description?
In my expierence, the picture camera shows you depends rather on physical properties of the object you attach the camera to. If it is physical (has any physical model), 'nolens' parameter has sense, if it is marker - camera shows you full screen, with 'nolens' parameter or without it.