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Topic: Can't activate tweq Read 484 times  

67ed02395686bRocketMan

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Sorry for what's probably another no-brainer for some of you, but I can't spend 10 hours bludgeoning something to work, which seems to be a theme that recurs far too often with ShockEd for some reason.  Stuff just doesn't work the way it's supposed to. 

In this case, I created an object and placed it in the game.  I then add the Tweq>Rotate property to it.  I set halt to continue and AnimC to sim.  Then I set my rate-low-high and primary axis.  After that I go to RotateState and turn everything on.  Going into the game, I can see that the object rotates as you'd expect.  So far so good.  Now I want to make this happen on command.  This is where I run into problems.

So I go back to RotateState and turn the tweq off... I clear the board so to speak.  Now, I've set up no less than THREE distinct ways to activate this fucking thing and none of them work.

1) I put a button in the world and switchlink it to the rotating object.  Then to the rotating object I add script after script.  I've tried StdLever.  I've tried TweqOnOff.  I tried NVTweqDevice.  If these scripts are attached to the object to be rotated, my understanding is they will listen for a switchlink and activate the tweq.  But they're not doing that.

2) Then I created a Tweq Trap and again linked it to the object to be rotated.  No effect when I walk through the trap.

3) Finally I created a brand new stim called RotateStim, gave it an intensity of 5, radius 10, raycast, linear, blah blah and put that on some random chair.  So it's making this invisible field around the chair.  Then I edit the player and put a receptron on him for that stim, minimum 0, no maximum and the effect is to TweqControl on the object to be rotated, with parameters TweqRotate, DoActivate, On.  Once again this has no effect when I walk near the chair


So I'm concluding that there's nothing wrong with the object or the rotate tweq itself, as it works just fine when set manually.  Does everything need to be in a room brush or something?  Am I putting the scripts on the wrong object?  I read a few old forum threads and followed the instructions other people used to the letter... granted this was Thief so that'd be my third question: Does none of this work on SS2?  Pulling my hair out.  Not just because of this problem but because this literally happens every time I try to do something I haven't done yet in ShockEd... like the editor is programmed not to work if it knows you're doing something for the first time.

67ed023956a91ZylonBane

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My approach to these sort of questions is always the same:
1. How did the OMs do it?
2. DO THAT.

You can find a perfect example of a tweq activation setup in rec1, object 668, the radar dish that starts spinning when you enter the correct basketball court code.

The relevant script is TrapTweq, by the way. If you'd just searched for "tweq" in the Traps and Triggers thread in the Editing Wiki forum you would have found it.

67ed023956c9dRocketMan

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No, I found it (see attempt #2 above).  I offer a revised description for this trap. 

From:

TrapTweq (Tweq Trap)
Effect: Controls the Tweq properties on the trap [how?]. May be used as a standalone object [how?] to for example emit objects [punctuation needed] (tweq: emit, used for the scripted explosions for example) or may be added as a script to an existing object [elaborate]. Other tweq control scripts include TweqOnOff and Tweqable [explain if relevant]

To:

Trap Name:  Tweq Trap
Script: TrapTweq
Effect: Activates a Tweq, which has been added to the trap [explain how/why].  In order to activate a Tweq directly on an object, Add S>Script>TrapTweq to whatever object has the Tweq property on it and ensure that the AnimS parameter of the Tweq's "State" property is set to "None".  Then send a switchlink signal to the object with the Tweq and Script on it, via any means of your choosing (button, another trap, etc.) [add other stuff that wasn't clear]

67ed023956eb8RocketMan

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Yes sir.  Thank you.

Now on to the nightmare of schemas.  Gotta get the flux capacitor to 88 mph and hope the multiverse doesn't implode.

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