LarryG on 7/1/2011 at 15:31
I tried NVGenericScalarTrap with NVGenericScalarTrapPropName="SelfIllum", and that, at least, affects the the property, however it is just an on / off: no fading. I'm doing a complete processing at the moment, but as soon as it is done, I'll try adding NVGlowMin and GlowMax to the mix. The thing is, the setup I posted above used to work with the prior release ...
Nameless Voice on 7/1/2011 at 15:41
That's strange, I don't think I changed that code, just moved it around. I even copied the rather odd default of NVGlowMin=100, NVGlowMax=100, which means that the script won't even do much unless you specify a min. I should probably set that min to 0 instead, as that's a far more reasonable default.
The level of self illumination is directly linked to the current level of dynamic light, though. Considering that the script will add the dynamic light property to the object if it doesn't have it, and there's a (rather low) limit to the number of dynamic lights you can have in a mission, using it for this purpose isn't really a good idea either way. You should definitely use NVGenericScalar.
In any case, the AnimLight script is controlling the self illumination property itself anyway, so it will undoubtedly interfere with this. As soon as you turn the light off, the AnimLight script will set the Self Illumination to 0.00, so the script will see that it has nothing to do and not slide it down, because it's already at the min.
LarryG on 7/1/2011 at 16:04
What seems to work best is
NVGlowIllumMax=1.0;NVGlowIllumMin=0.0;NVGlowFadeOn=475;NVGlowFadeOff=425; NVGlowMin=0; NVGlowMax=50
with
Renderer > Anim Light: {smoothly brighten; 500 ; 500; 175.00; 0.00; 45.00; 30.00; TRUE; 0, 0, 0; FALSE; 0; FALSE}
That gives the effect of decreasing the self-illumination of the bulb as the light dims. Due to timing issues, I suppose, to get the dimming of the self-illumination to synch with the dimming of the light, I had to set the time values so that NVGlowTrap fades faster than AnimLight.
For whatever reason, NVGenericScalar does not seem to play nice with AnimLight. A replacement for AnimLight which handles fading properly is probably the best solution, but until then, NVGlowTrap with both glow and illum set seems to be a working alternative.
As to it working before, that's my memory and I'm sticking with it. :p
R Soul on 12/1/2011 at 17:31
Since NVGenericScalarTrap was added, child scripts seem to display a message saying Not null on [script name]!
E.g. All of my NVPhantomTraps show that message. At first I thought it was because I only specified FadeOn and left everything else at the default setting, but but even after setting FadeOff, Min and Max alpha, the message is still displayed. Could it be that this script is inheriting the need to set a parameter that is only relevant to NVGenericScalarTrap?
The sequence of events in this case is:
Object has transparency property set to 0
In game, object turned on: No message.
Object turned off: No message
From then on, the message is shown when turned on, but not turned off.
Nameless Voice on 12/1/2011 at 18:14
Ooops, looks like a debug message I forgot to take out. :o
I think it's time for NVScript 1.2.1.
Nameless Voice on 12/1/2011 at 18:22
Updated to v1.2.1.
Check the first post for details.
Haplo on 12/1/2011 at 20:35
No cigar. When using 1.2.1 my mission crashes the moment it starts (I have a TurnOn being sent to a NVRelayTrap element at start). Switching back to 1.2.0 makes the crash go away.
By the way, is it possible to make NVShakePlayer shake the player a bit more randomly?
Nameless Voice on 12/1/2011 at 21:43
I really shouldn't just write in fixes and assume they'll work without testing them.
I've pulled the downloads since they're clearly broken. Give me a few minutes to put up working ones.
Nameless Voice on 12/1/2011 at 21:56
All right, I've fixed that. Stupid mistake. The links are back up.
Hopefully the four downloaders who grabbed it before I took it down will download it again before they try to use it and get a crash. :tsktsk:
Nameless Voice on 13/1/2011 at 05:37
Yandros also reported a bug in NVTrigQVar that caused it to act funny through save/reloads. I've fixed that, so I guess I should make a 1.2.2 release soon enough. These version numbers are just flying by!