sNeaksieGarrett on 16/9/2012 at 00:15
I'm sorry to hear that because I can't imagine it being that hard, but then I admit I'm not really good at programming personally so it may be more complicated than I think.
Well, Tos, the developer of the Thief 2 multiplayer patch could help you (and I can try to get into contact with him), provided that he's still interested in thief 2 stuff.
Daraan on 29/10/2012 at 20:23
Ah the JointControl how long have I waited for this...
The description the the .html is a bit off wrong - the # has to be behind the On (thats why it never worked:joke: here the corrected version:
NVJointControl
A script for controlling joints.
This script can have up to 99 joint configuration sets, each of which is activated by a message specified by
NVJointControlOn# (where the # is the configuration set number, from 1-99; numbers must be sequential.)
Each configuration set can specify the desired position and speed of any of the 6 joints, using the
NVJointControlOn#Joint# and
NVJointControlOn#Joint#Speed params, where the first # is the number of the configuration set, and the second # is the joint to control. If no speed is specified, the curent value from the property is used.
The joint will always take the shortest route to its destination. You can specify extreme destination angles (such as -90 instead of 270) if you want to force it to take a different route.
When a joint starts moving, a JointStarted# message will be sent to the object, and when a joint reaches its destination, a JointComplete# message is sent, where the # is the number of the joint whose movement has started or completed.
Example design note params:
Code:
NVJointControlOn1="TurnOn";
NVJointControlOn1Joint1=180;
NVJointControlOn1Joint1Speed=30;
NVJointControlOn1Joint2=90; NVJointControlOn1Joint2Speed=3;
NVJointControlOn2="JointComplete2";
NVJointControlOn2Joint3=-180; NVJointControlOn2Joint3Speed=30;
NVJointControlOn2Joint4=270;
NVJointControlOn2Joint4Speed=3
This example will activate joints 1 and 2 on TurnOn, moving joint 1 to 180 degrees at a speed of 30, and joint 2 to 90 degrees at a speed of 3. Once joint 2 reaches its destination, the second set of joints will activate, moving joint 3 to -180 degrees at a speed of 30, and joint 4 to 270 degrees at a speed of 3.
____
Example use for moving and reseting 2 joints at the same time: See (
http://www.ttlg.com/forums/showthread.php?t=140321&p=2150799&viewfull=1#post2150799) here
TypeRED on 29/10/2012 at 22:24
i didnt read all pages right now... but is it possible to create a smooth swinging joint?
(one that not just swings like a regular jointed pendulum on a clock with -10 and +10 degrees and a specified speed)
a pendulum usually gets slower as it reaches its maximum position on one side.... then it stops...... and goes backwards (while getting faster) and the same on the other side...
Daraan on 29/10/2012 at 22:50
Easier way without script(thanks to 1.19)
New Tweqs CurveC -> Pendulum
that really looks a bit more realistic
X in swings per second, Y,Z like normal
only bad thing Y/Z must be between[-31..0]/[0...31]
(so it should work for your clock :)
Nameless Voice on 30/10/2012 at 00:33
Quote Posted by Daraan
The description the the .html is a bit off wrong - the # has to be behind the On (thats why it never worked:
Noted.
TypeRED on 30/10/2012 at 01:32
Quote Posted by Daraan
Easier way without script(thanks to 1.19)
New Tweqs CurveC -> Pendulum
that really looks a bit more realistic
X in swings per second, Y,Z like normal
only bad thing Y/Z must be between[-31..0]/[0...31]
(so it should work for your clock :)
made my day... thank you
lol, there are so many new features that i almost forgot to look what's new ;)
bugya on 30/10/2012 at 13:09
Quick question. Will this version work on win7 ?
note: i can't get Temple of Tides to work at all. :(
Nameless Voice on 30/10/2012 at 18:32
I never had any trouble with it in Windows 7.
If you're having trouble with The Temple of the Tides, try putting the latest version on NVScript.osm in place of the Mayan.osm in the package. (Mayan.osm is just a renamed older version of NVScript.osm.)
Nameless Voice on 5/1/2013 at 03:37
Added a newly-built version of NVDebug.
No changes to functionality, but it should fix the issue with the script module sometimes failing to load.
LarryG on 5/1/2013 at 03:46
Saw a "NVScriptFX.osm" recently. What's that? Was that a beta version that eventually became incorporated into NVScript? The mission had both NVScript and NVScriptFX loaded.