I've been having that problem since at least 2007 so I'd like to know if there's a solution as well.
Hi again.
I have a problem related to the TrapKillEvents script. The same occurs with NVCameraTrapDisableControls = 1. Let me give you an example. If the player is walking forward when these scripts are triggered, It will continue to move forward even after the scripts are turned off. As if the "w" button was locked in the depressed position. Using TrapFreezePlayer only causes the avatar to stop momentarily. But after switching off, the holding problem continues, being necessary to press the "defective" button again, so that the movement stops.
Is there any way to solve this?
I've been having that problem since at least 2007 so I'd like to know if there's a solution as well.
I had to turn off NVCameraTrapDisableControls = 0, then I just used TrapFreezePlayer with TrapKillEvents with event_mask = "1001". This causes only the keyboard to work, which prevents the player from clicking and leaving the CamVator in wrong time. But it has the drawback of allowing the player to jump (which causes unwanted sounds) and that select weapons and inventory items. But at least it does not disturb the sequence of CamVators and solves the problem I've already said.
It would be cool if NVCameraTrapDisableControls = 1 did all of this, with the advantage of just releasing the ESC key.
Another question. I am trying to use the NVRemovePropertyTrap script without success. The intent is to remove the Team property from a creature and replace it with it`s original value. So, I'm using the script on the creature along with the comment in DesignNotes: NVRemovePropertyTrapProp = "AI_Team"; NVRemovePropertyTrapReAdd = 1; I'm using a switch to send a TurnOn message to the creature. But apparently none of this is working. What am I doing wrong?
1. Though the Dromesday Book says the property name is AI_Team, the name might just be Team.
2. This may be a property which you can't remove. Maybe an AI always has to have a Team value set. In which case, you might need to use a property set approach. That is, you create an archetype under Object > fnord > property sets, say call it AITeamSet, which just has the property AI > AI Core > Team set to the value you wish to copy to your AI. Then you dynamically copy it from that archetype to your concrete AI when you want to. You can do this via A/R or conversations
3. Or you could try NVSetPropertyTrap. While this takes an integer value, there is also a NVSetPropertyTrapPrefix option which might allow you to set the property to Bad1 through Bad5, but not to Good or Neutral (since there is no integer in the name), assuming that the property value is stored as a string. It might be stored as just an integer code that maps to the strings.
Thank you. I've done something like that. But what I'm trying to understand is how this script works, because I've tried the same procedure with several different properties on different objects, and none worked. Could you give me a simple example, using a switch that sends a TurnOn message and removes some property? I need to at least get it once.![]()
I would specify the turnon event just to be sure: NVRemovePropertyTrapOn="MySignal"; or something.
I've tried this, but not in every attempt. If anyone has any setup examples that are working with NewDark 1.25 (NVScript 1.2.6) I would appreciate it.
Last edited by leconbras; 13th Mar 2018 at 19:25.
AI_Team is the correct name.
leconbras:
The cause of your problem is the space before the =
and the second parameter (...ReAdd) is unnecessary because the property is inherited (look at each of the AI's parent archetypes until you find it).
Larry:
3 - For any 'drop down list' property, the value type is 'enum' - A set of integers associated with a limited set of string values. In this case, 0 = Good, 1 = Neutral etc.
[QUOTE=The cause of your problem is the space before the =
and the second parameter [/QUOTE]
This space is because I copied and pasted. In fact, it does not exist. As I said, I have tried in many ways, and none of them worked, even without the second command.
Have a look at this simple demo, which works fine for me:
http://www.mediafire.com/file/x7vy7w...opFighting.zip
Turn off AI awareness before going in game. Pressing the button will stop the guards from fighting.
(I gave each one 100 hit points to ensure they both stayed alive long enough to be sure it worked)
NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="Scale"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
works fine in the obj shrink SS2 mod. the scale prop must be set on the archetype, of course.
Are you sure NVScript s being loaded? (check the monolog)
MY FOULT... I must have accidentally changed the scripts. I was using an earlier version (1.2.4) thinking it was 1.2.6. When I extracted it out again, it started working.
...or maybe it was a problem with Darkloader because I use an older version of it and besides I do not remember downloading 1.2.4 ...
Last edited by leconbras; 14th Mar 2018 at 13:39.
So which (new) NVScript version is this? 1.27? Has anybody used it yet? Should we update the script archives?
whoever has applied TFix/SS2tool is already using it. bugfixes mostly, if memory serves (the Candle mod requires the latest version to avoid some issues, for example).
That's the latest version of NVScript, generally more recent than the latest official build.
Consider it the equivalent of a "nightly" - my build process automatically uploads a copy there each time I compile it.
So it's not a official build, but it's already implemented in patches. Please update the first post if you think it's time to do so.
The date of the script module is Sept 28/2018, so it's not so nightly any more![]()
Released v1.27 - a minor update which fixes the "^" targetting option (to affect the closest object which inherits from a given archetype), which has apparently been broken for some time.
(Why did no one ever complain? I only noticed because some of the scripting in Broken Triad was broken and I was wondering why.)
I last used it in 2008 (Off The Record) and it worked fine so I didn't know it was broken either.
Edit: Updated version number in the thread title.
Last edited by Yandros; 22nd Jan 2020 at 15:37.