Haplo on 21/8/2011 at 06:51
Quote Posted by Nameless Voice
Have you tried NVDeathStageFix? That was supposed to prevent the death stage 12 bug, but I don't think it was ever proven if it worked or not.
Yes I have tried it many times, and I have always ended up with DeathStage12 objects even with that script present.
Are my suggestions possible/practical to implement?
Nameless Voice on 21/8/2011 at 15:00
Did anyone ever come up with a way to reliably reproduce the deathstage 12 bug? It would be nice to find out what causes it and maybe fix it once and for all.
That script was supposed to monitor all deathstage properties on any object and automatically remove them, but apparently it doesn't work, and I never had a reliable test case to test it with.
Haplo on 22/8/2011 at 04:27
Quote Posted by Nameless Voice
Did anyone ever come up with a way to reliably reproduce the deathstage 12 bug? It would be nice to find out what causes it and maybe fix it once and for all.
That script was
supposed to monitor all deathstage properties on any object and automatically remove them, but apparently it doesn't work, and I never had a reliable test case to test it with.
I have a way of reproducing it, but it happens once every 100 DromEd hours or so. Not frequent enough to be useful for any testing/debugging.
If you can make NVSlayMeTrap check its target for this bug before the slaying it will be a big help. Also a generic NVSlayTrap would be quite useful.
Nameless Voice on 15/9/2012 at 01:55
Updated to v1.2.3.
This release is mostly just to share a number of NVTrigQVar bugfixes with the public.
See the first post for download links.
1.2.3
* New script: NVJointControl
* NVConvEnhancer: Added SetQVar action.
* Fixed a bug in NVGenericScalarTrap which would make it never reach 0.00 in a property.
* Fixed several bugs in NVTrigQVar, including one where the " operator was not working, and one where quest variable lookup was not working for quest variables with names starting with the letter 'r'.
* Updated the documentation to reflect the fact that NVLinkBuilder supports multiple versions.
Yandros on 15/9/2012 at 03:03
Thank you NV.
ZylonBane on 15/9/2012 at 14:02
Quote Posted by Nameless Voice
quest variable lookup was not working for quest variables with names starting with the letter 'r'.
Okay, you have
got to explain how that one happened.
LarryG on 15/9/2012 at 14:10
Maybe he meant that it wasn't working during months with an "r" in their name, you know, like oysters. :joke:
Nameless Voice on 15/9/2012 at 14:31
Quote Posted by ZylonBane
Okay, you have
got to explain how that one happened.
There's an 'r' operator in the quest variable maths. The script was looking at the first character of the next token (e.g. the quest variable name "right"), seeing the 'r', and trying to find the operands to apply it to (which didn't exist, because the 'right' was meant to be an operand itself.)
sNeaksieGarrett on 15/9/2012 at 16:46
NV, any chance of you updating NVScript to be compatible with thief 2 multiplayer? Without that update it makes it impossible for me to finish my fan mission, unless I completely change the way AI spawn. (Currently they use NVScript to respawn, but in multiplayer they never respawn since the script isn't working properly.)
Nameless Voice on 15/9/2012 at 17:19
Extremely unlikely, as I have no idea what that would entail and have no real interest in the multiplayer mod.