TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 6 of 6

Thread: Having an animlight not react to a control device link

  1. #1
    Member
    Registered: Feb 2000
    Location: Paris, France

    Having an animlight not react to a control device link

    I'm using light objects with joints to create a particular aesthetic effect. I need a switch activate the joints of these light objects, without changing the state of the animlight (random but coherent). So far, if I have the animlight script on these objects, the light turns off when I from the lever linked to it, which is NOT what I want.

    So basically, I want these animlights objects to remain on and flickering, even when their joints are activated or turned off via a control device link by a lever (for example), and I want these animlights to turn off only with a water arrow, without there being any incident to the joint tweq state.

    Basically, I need the Tweq and animlight aspects of a single object to be independently manipulable from one another.

    So far, the solution I found is using two separate objects (the jointed object and an animlight point), but I was wondering if there would be a method more economical for object count. Is there a particular script I can use for this effect? Or another method to make animlight not react to CD links, and only to S&Rs, independently from the tweq state?
    Last edited by Sperry; 14th Nov 2020 at 14:24.

  2. #2
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    I think AnimLight/CD link (i.e. TurnOn/TurnOff messages) is the only way to change the light in game, but S&R can be used to affect the joints:
    Add two receptrons both with the effect 'Tweq Control'.
    Edit effect:
    Type: TweqJoints
    Action: DoHalt/DoContinue depending on which recptron is being edited.

    The easiest way to send stims is to install NVScript and use NVRelayTrap.
    Design note example:
    NVRelayTrapTOn="[5.00]SomeStim"; NVRelayTrapTOff="[5.00]SomeOtherStim"
    CD link to the light/joint object (since TOn and TOff messages are different it won't affect the light status).

  3. #3
    Member
    Registered: Mar 2001
    Location: Ireland
    You might be able to achieve something useful via the NVTweqDevice script, using custom messages instead of the standard TurnOff/TurnOn.

  4. #4
    Member
    Registered: Feb 2000
    Location: Paris, France
    Thanks for the feedback. I'm looking into both of your suggestions.

    Quote Originally Posted by R Soul View Post
    I think AnimLight/CD link (i.e. TurnOn/TurnOff messages) is the only way to change the light in game, but S&R can be used to affect the joints
    Just my luck, I need the exact opposite of this: a CD link to manipulate joints, and S&R to affect animlight.

    So far, I successfully created the joint tweq effect using S&Rs, which send "forward" and "reverse" signals to the jointed lights. So this allows the joints to be manipulated independently from the animlight.

    Now for the anim light, I was experimenting with the "extinguishable" and "controlwindowshade" scripts, without any luck.

  5. #5
    Member
    Registered: May 2017
    Location: USA
    Anything that can be done with CD can, in principle, be done with S/R. You can have S/R which frobs a switch that is CD linked to the light.

  6. #6
    Member
    Registered: Feb 2000
    Location: Paris, France
    Ok problem solved! I've been able to create a system where the joints are controlled by a lever through S&Rs, and the animlight are controlled by a different lever/s&r circuit. I can manipulate both tweq and animlight independently. I needed to implement two different control circuits, with a few switch/relay/inverter objects; overall there are no more objects involved than with a standard torch. If anyone is interested, just ask and I'll detail exactly how I did this. Thanks for everyone's help.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •