LarryG on 2/6/2011 at 23:35
Quote Posted by Telliamed
What are you doing differently?
Where to begin ... This is about the double spawning? ...
* I'm using
TweqOnOff where you used
TrigFlicker. There seemed to be so much confusing stuff going on with TrigFlicker that I decided against it.
TweqOnOff seemed simpler to understand and since I only have a flicker tweq, it doesn't matter that it would activate others.
* The only difference in the Tweq settings is that I did not know I should set Scripts for MiscC. and I specified Sim for AnimC as well. I have no idea what MiscC does, and didn't look there. What does it do?
* I start out with my Flicker State [None], and after an event send a TurnOn to the FireShadowSpawner.
* I couldn't use Render Type: Normal. If I did, I got this visble red marker. so mine is set to Not Rendered.
* Yours inherits from fnord > TrapTrig > FlickerTrigger, mine inherits from fnord > Marker
* I have Schema > Class Tags: AlarmType FS_Spawner, you don't specify a schema.
I can say that the shorter the spawning cycle (Flicker tweq Rate value), the more frequently the double spawning happened. But even then it was on the order of once every couple of dozen of restarts. And once I moved the spawning cycle up to 60 seconds from 15, I can't say I saw it happen again. But it did happen three separate times in two different testing sessions when the spawning cycle was 15 seconds.
Quote Posted by Telliamed
One of NV's scripts probably munges message data in some unsavory way. Or ignore the data and just use "^FireShadow" or whatever it is that finds the nearest object type. Since the AI will be at the position of the spawn point when the trigger is fired, it'll always be the first one found.
I was thinking along the same lines, but putting the AIWatchObj links on the spawner would be way simpler and cleaner to set up. IIRC NVLinkBuilder doesn't allow for multiples (links or multiple scripts ... ) so you would be limited to just one AIWatchobj link
R Soul on 2/6/2011 at 23:42
Quote Posted by LarryG
I couldn't use Render Type: Normal. If I did, I got this visble red marker. so mine is set to Not Rendered.
You can set the render type to normal and then set Renderer > Transparency to 0. I don't know how that affects things because I'm not even pretending to follow this.
LarryG on 2/6/2011 at 23:48
It works fine with Not Rendered as near as I can tell. I doubt that would have anything to do with the rare double spawning. All in all these scripts work great. I just would fine tune when the fire crystal gets dropped, and add in the AIWatchObj links. But I am very happy if this stays just as it is. I really can't complain!
R Soul on 3/6/2011 at 13:04
If you're not too bothered about recreating the T1 effect exactly, you could use a child of FireCrystal with Location,Rotation set, an active rotate tweq and maybe a particle attachment from an orangey particle effect. That might look a bit better than the crystal simply being dropped.
LarryG on 3/6/2011 at 19:11
Hmmm ... interesting thought ... I suppose I could give it a small initial velocity that way too ... sort of toss the crystal instead of simply dropping it ... something else to play around with ...
Telliamed on 3/6/2011 at 22:10
Quote Posted by LarryG
I'm using
TweqOnOff where you used
TrigFlicker. There seemed to be so much confusing stuff going on with TrigFlicker that I decided against it.
You shouldn't use any other scripts than
FireShadowEcology. Let the flicker tweq be active all the time.
LarryG on 4/6/2011 at 01:43
Quote Posted by Telliamed
You shouldn't use any other scripts than
FireShadowEcology. Let the flicker tweq be active all the time.
I can't. The Fireshadows only appear after an event. Works just fine with TweqOnOff. Once turned on it stays on forever. But they can't be on for 1/3 to 1/2 the mission.
LarryG on 26/6/2011 at 15:32
Well, the Fireshadow ecology script still is doiing the multiple fireshadow spawnings. My Alpha testers have reported excessive numbers getting spawned. Two or three at a time. And I've seen the buggers patroling three in a row where only one should have been spawned.
Is there any way to put a timer on to prevent multiples? That is make it ignore the trigger if it spawned a Fireshadow within a given number of milisecs? I know you said this isn't possible to be happening, but it is happening. And I can't see how it could be happening unless it's a timing issue where the trigger is still out there as the script cycles, causing the multiple births.
Quote Posted by Telliamed
You shouldn't use any other scripts than
FireShadowEcology. Let the flicker tweq be active all the time.
I don't see how TweqOnOff could be the cause ... I suppose I could put the FSs and FSspawners in a blue room with the tweq always on, and teleport them in place when the time is right ... I just don't understand why it matters when the tweq first activates. Can you explain?
Telliamed on 28/6/2011 at 21:29
:erg: Still can't imagine why. I'll have to look at your mission myself.
Are any of your testers not having the problem?
The only thing I can think of is that the Firer link isn't being created. Please disable game_mode_backup and see if it's there.
Right now I'm working on improving the design notes. They'll be inheritable and some scripts will gain multi-object capabilities. Like acting on all nearby objects.
LarryG on 29/6/2011 at 10:09
I'll PM you with the next alpha test version when it's ready. The current one is bloated with unused objects & meshes &ct.
Here's an example of one spawn point spawning 2 fireshadows. I missed unsetting game_mode_backup, and haven't been able to duplicate this event again tonight. It doesn't always happen. So I have to keep trying untill I get it to happen again. When I do, I'll check for the link. I agree with you that the link may not be getting set before the script fires again.
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