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Thread: NVScript v1.2.7

  1. #76
    Member
    Registered: Jun 2008
    Location: Germany
    Quote Originally Posted by Daraan View Post
    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

  2. #77
    New Member
    Registered: Jan 2008
    Location: Hungary
    Quick question. Will this version work on win7 ?
    note: i can't get Temple of Tides to work at all.

  3. #78
    Member
    Registered: Mar 2001
    Location: Ireland
    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.)

  4. #79
    Member
    Registered: Mar 2001
    Location: Ireland
    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.

  5. #80
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    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.

  6. #81
    Member
    Registered: Mar 2001
    Location: Ireland
    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.
    Last edited by Nameless Voice; 5th Jan 2013 at 04:41.

  7. #82
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Nameless Voice View Post
    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.

  8. #83
    Member
    Registered: Mar 2001
    Location: Ireland
    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.)

  9. #84
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    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?

  10. #85
    Member
    Registered: Mar 2001
    Location: Ireland
    That's included, just not specifically mentioned.

    For reference: NVSafeDoor was buggy in various ways, and it is now fixed.

  11. #86
    Member
    Registered: Jan 2001
    Location: Constantly losing tug o'war
    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.

  12. #87
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    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.
    Attached Files

  13. #88
    Master Builder 2018
    Registered: Jul 2008
    Thanks, Larry!

    Quote Originally Posted by Nameless Voice View Post
    Updated to v.1.2.4.
    Should we update the thread title, then?

  14. #89
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    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?

  15. #90
    Member
    Registered: Mar 2001
    Location: Ireland
    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 Originally Posted by Tannar View Post
    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.

  16. #91
    Master Builder 2018
    Registered: Jul 2008
    Quote Originally Posted by Nameless Voice View Post
    Yes please. Changing the first-post title used to do that, but it doesn't seem to do so anymore.
    Yeah, I'm not sure when that changed. But it's done now.

  17. #92
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by Nameless Voice View Post
    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.
    This might explain why I have a different 1.2.4. Was wondering why the new(the one larry posted few posts above) was only roughly half the size. Old one was 1.11MB.
    So i kept both for 'savety'.

    --
    And instantly a problem popped up:

    I have a setup with
    NVMetaTrapTarget="^physical"
    which results in the following crash

    Code:
    Crash message: Link to invalid source or dest. ( 0 --> MetaID
    Reverting back to the other 1.2.4 or to 1.2.3 it's working as it did earlier.

    After a lot of testing it seems the problem is fixed when I use "^:physical".
    But I'm not sure if you changed something there and this is now the correct way to do? Maybe that's one of the missing documentations Larry talked about?

    -------------------------------------------------------------


    Secondly I would like to ask if you could modify the NVTrigOBB to behave like the TrigOBBSpec script. So that you can actually choose the archetypes which triggers it. (best would be with a choosable MetaProp (instead/additionally to M-NotifyRegion).

    Until now I have a setup which triggers at PhysEnter, but to get a hold on the target to add a metaprop and links I need the .target=^physical
    But it's not a 100% save method but it works as intended but can fails when other elements like decoration are to close.

    EDIT:
    Maybe better alternative: If you could target the first/last object linked with a specific type like "^&Population" this would be a great and could be used elsewhere as well since sometimes only one object is linked.
    Last edited by Daraan; 1st May 2016 at 10:07.

  18. #93
    Member
    Registered: Mar 2001
    Location: Ireland
    It's smaller because it was compiled in a different IDE. The same scripts should all still be there.

    What's ^:Physical even supposed to do? Wouldn't that try to find the nearest object that descends from some non-existent ":Physical" archetype?

  19. #94
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Well it needs to find the closest physical(-7) object. Yah

    Since ^physical somehow doesn't work anymore I tried ^: similar to range detection ^<4:
    All I can say with ^: it works

  20. #95
    Member
    Registered: Mar 2001
    Location: Ireland
    Try the new version of NVTrigOBB (see first post.)

  21. #96
    Member
    Registered: Jan 2001
    Location: Constantly losing tug o'war
    Splendid!

  22. #97
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    That is definitely neither a trouchuss nor a greejus!

  23. #98
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Splendid, indeed. I will check it out. Thanks a lot.

    Quote Originally Posted by Yandros View Post
    That is definitely neither a trouchuss nor a greejus!
    I'm not getting that.

  24. #99
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Sorry, it's a reference to a certain thread in CommChat, and not important.

  25. #100
    Member
    Registered: Mar 2001
    Location: Ireland
    It's a genius bonus. Or possibly a genious bonus!

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