As I read the documentation, if you want object A to send a TurnOn/TurnOff to object B whenever object C contacts / breaks contact with object A, this is the script for you. The setup should be:
B <----CD link----- A -----ScriptParams(Contact) link -----> C
So I have two OBB type objects. A is a marker with OBB physics, and Location, Rotation are fixed so it shouldn't be going anywhere. C is a moving terrain object. A is directly in the path of C such that the center of C will pass through the center of A. But I am not getting the TurnOn/Off sent. Does this script not work with OBB objects? Not work with moving terrain? Is there something I'm supposed to do special in Physics > Misc > Collision type to make this work? What? Any suggestions?
Edit: Just for funsies, I put NVPhysMessages on A, and I'm not getting any. So something must be hosed in it's physics, but I can't see what. I'll try starting with some thing that is clearly physical, like a cart, and just scale down the dimensions and change the visibility. Maybe there is something odd about the fnord > marker I'm stating with, though I don't see it . . .
Last edited by LarryG; 17th Jul 2012 at 06:06.
You might have more luck if the elevator transmits a stim over a radius, which the marker reacts to.
If you're concerned about precision, instead of S&R you could try TrigRoomObject
I was trying to avoid more stims, but have gone back to that since the only way to make the script work seems to require collision type bounce, and I don't want that! Pity. It seemed a nice way to avoid constantly sending a stim out.