Nameless Voice on 5/1/2013 at 09:32
No idea, I've never heard of NVScriptFX.
What mission was this? Maybe NVScriptFX was some private build that I made for someone, but then it doesn't make sense to have both modules loaded, since all private builds contain all the usual scripts, too...
To actually build a new module would involve playing around with the makefiles, I'm generally not too eager to do that.
LarryG on 5/1/2013 at 16:28
Quote Posted by Nameless Voice
No idea, I've never heard of NVScriptFX.
What mission was this? Maybe NVScriptFX was some private build that I made for someone, but then it doesn't make sense to have both modules loaded, since all private builds contain all the usual scripts, too...
To actually build a new module would involve playing around with the makefiles, I'm generally not too eager to do that.
This was Sliptip's FXDemo. It seems odd to me too, which is why I asked. But these are the scripts loaded:
Code:
Script modules in mission:
'nvscriptfx'
'nvscript'
'convict'
'gen'
I guess it's just nvscript renamed then to make sure the correct version is used, and Sliptip forgot to drop nvscript.
Nameless Voice on 13/9/2015 at 14:46
Updated to v.1.2.4.
This is mostly to make an official version with all the recent fixes that I've given to various people privately, though it also has a few new scripts and features since v.1.2.3.
Note that the System Shock 2 version of NVScript may require NewDark 2.4.4 or higher (specifically, using NVPlayerScript from it will crash older versions.)
LarryG on 13/9/2015 at 15:01
NV: You don't mention the fix to NVSafeDoor. Should I assume that fix is NOT included or is that in the "various fixes" category?
Nameless Voice on 13/9/2015 at 15:07
That's included, just not specifically mentioned.
For reference: NVSafeDoor was buggy in various ways, and it is now fixed.
R Soul on 13/9/2015 at 17:14
Thanks NV!
A few errors in the documentation:
The internal link of NVWakePhysicsTrap goes to #NVWatchMeTrap
The description of NVWatchMeTrap is written twice.
The list at the top says NVTrapSetQVar doesn't work in T2.
LarryG on 19/9/2015 at 18:23
For those who want a fixed version of the NVScript.html documentation before NV gets around to it.
I vaguely recall there are some documentation items to fix other than the ones that R Soul mentions, but I can't find them now, so I only corrected the ones he pointed out.
Tannar on 19/9/2015 at 19:35
Thanks, Larry!
Quote Posted by Nameless Voice
Updated to v.1.2.4.
Should we update the thread title, then?
LarryG on 19/9/2015 at 20:43
Quote:
As of v1.2.4, you can use <kbd style="font-family: 'Courier New', Courier, mono; font-weight: bold; color: rgb(0, 0, 102); font-size: small;">NVLinkBuilderModifyExistingLink=1</kbd> to modify the data of existing link (if it exists), instead of creating a new one. The first matching link is used. Note that modifying the data (instead of removing and adding a new link) allows you to avoid behaviour such as attached objects automatically being deleted when the attachment link is removed.
I don't get it. Exactly how would you use it for that?
Nameless Voice on 20/9/2015 at 11:10
If the link you were going to create (to, from, flavour) already exists, then the data on that will be set instead of creating a new link.
Quote Posted by Tannar
Should we update the thread title, then?
Yes please. Changing the first-post title used to do that, but it doesn't seem to do so anymore.