scarykitties on 2/5/2014 at 13:17
I'm trying to use NVTextureTrap so that, when sent a TurnOn, a texture0 will become texture1, and when sent a TurnOff, texture1 will become texture0 again, and so on.
Out of the box, NVTextureTrap apparently doesn't do this. It will make the first switch, but won't switch the textures any more after that. What do?
LarryG on 2/5/2014 at 14:05
Can you use two different traps? One to go from A to B and one to go from B to A?
scarykitties on 2/5/2014 at 15:17
I've been fiddling with that. So far, it doesn't seem to work reliably, but maybe I'm doing it wrong.
LarryG on 2/5/2014 at 18:41
The way I used it in the past had it revert after a fixed time, so no need for a TurnOff. But I don't see why this wouldn't work:
MARKER A with NVTextureTrap
NVTextureTrap0="blah\ blah\texturename1";NVTextureTrap1="blah\ blah\texturename2"
MARKER B with NVTextureTrap
NVTextureTrap0="blah\ blah\texturename2";NVTextureTrap1="blah\ blah\texturename1"
MARKER A & B Should be right next to each other to ensure that they affect the same "nearby brushes".
scarykitties on 2/5/2014 at 18:48
Yeah, not sure what's up with it, but that set-up wasn't working.
Luckily, I designed around it, so it's not a problem.
R Soul on 2/5/2014 at 21:23
It says in the documentation that NVTextureTrap shows replaces texture 0 with texture 1, then texture 2, texture 3 etc until the last one specified. If it receives TurnOff it stops at the current texture. You can have it restart the sequence if it gets to the last texture.
You will have more luck with one of the original scripts, (
http://www.thiefmissions.com/telliamed/scripts.html#traptexture) TrapTexture. If you want the two textures to cycle on their own, use a FlickerTrigger. If you turn off the FlickerTrigger I'm not sure if it'll send a turn off to the texture trap or if it'll stop in its current state. If the latter, the controlling object (lever, room brush etc) can be linked to a RelayTrap with TrapControlFlags Invert and NoOn (so it only passes on TurnOff messages).