Haplo on 16/12/2010 at 22:59
Also, is it possible for NVShakePlayer to give the player a random orientation after the shaking is complete? I understand giving the player a small random location offset is probably too difficult (due to the possibility of moving out of the world), but a random orientation could be handy and adds realism.
LarryG on 21/12/2010 at 04:19
Typo in NVRandomPropertyTrap description which is kinda important:
" ... The property to modify is specified via the NVRandomPropertyTrap."
should be
"... The property to modify is specified via the NVRandomPropertyTrapProperty.
Nameless Voice on 21/12/2010 at 04:56
Hmm, yes, I'll have to fix that.
Ottoj55 on 22/12/2010 at 20:09
I mirrored this at jasonotto.net on the resource page. keeps me from having to look too far for the things i need.
sNeaksieGarrett on 24/12/2010 at 19:04
Why no source file? You don't want people dicking around with it? Come on, quit ignoring me and answer the question. If you're going to be stubborn, then will you at least help Tos make NVScript work with multiplayer better? (Without the source he can't do anything obviously.)
Heptagon on 24/12/2010 at 19:13
Perhaps he has you on his ignore list, genius.
LarryG on 24/12/2010 at 19:53
It did seem rather rude. I don't see a prior polite request anywhere in this thread ... ?
LarryG on 7/1/2011 at 07:22
I think I have found a problem with NVGlowTrap. I have a flat switch with a CD link to a custom light object. The light object has:
* Editor > Design Note: NVGlowIllumMax=1.0; NVGlowIllumMin=0.0; NVGlowFadeOn=6300; NVGlowFadeOff=6300
* Renderer > Self Illumination: 1.0
* Renderer > Anim Light: {smoothly brighten; 6300 ; 6300; 175.00; 0.00; 45.00; 30.00; TRUE; 0, 0, 0; FALSE; 0; FALSE}
* S > Scripts: {AnimLight; NVGlowTrap; NVSpy; ; FALSE}
The switch has Tweq > JointState: {On; [None]; [None}; ...; [None]}
I can see a "TurnOn" getting received by the light as I enter Game Mode, but I do not see a "GlowOn" response, and the light is not self-illuminated. When I flip the switch, I see a "TurnOff" followed by a "GlowOff", but since the light is not illuminated, nothing happens with respect to the self-illumination (the light does switch off). If I flip it again, the "TurnOn" is received but no "GlowOn" and the light is not illuminated, but the light turns on.
If I set the switch to The switch has Tweq > JointState: {[None]; [None]; [None}; ...; [None]} then the light is illuminated at the beginning. The first flip sends a "TurnOn" instead of a "TurnOff" but the self-illumination then gets turned off!
So either I don't understand what is supposed to be happening and have this set up wrong, or it isn't working correctly, or both.
R Soul on 7/1/2011 at 15:00
The main purpose of that script is to change the dynamic light, so you also need to specify NVGlowMin and NVGlowMax parameters. It seems that the smallest value the max parameter accepts is 5. Any lower and the fade out isn't very smooth.
NVGenericScalarTrap sounds like a better script to use, but the fade off seems to get overruled by the AnimLight script.
Nameless Voice on 7/1/2011 at 15:15
... yes, that was exactly what I was about to say.