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Well tried out again today, and didn't get it to work.
DML1//remove physics from chair-ObjProp 5 "PhysType"// Link chair with table+Link 5 7 "DetailAttachement"{ "rel pos" 0, -6, 0.2 "rel rot" 180.00, 0.00, 0.00}//apply the setup to the table+ObjProp 7 "Scripts"{"Script 0" NVRelayTrap"Script 1" NVCreateAndLink"Script 2" NVCreateAndLink2}+ObjProp 7 "ObjList"{"" NVRelayTrapOn="BeginScript"; NVRelayTrapOnDelay=50; NVRelayTrapTCount=1; NVRelayTrapTOn="TurnOn"; NVRelayTrapTDest="&?~SwitchLink"; NVCreateAndLinkOn="BeginScript"; NVCreateAndLinkCount=1; NVCreateAndLinkCreate="Teleport Trap"; NVCreateAndLinkLinkType="~SwitchLink"; NVCreateAndLinkLoc="-25.22, -10.36, -5.94"; NVCreateAndLinkLocObj=0; NVCreateAndLink2On="BeginScript"; NVCreateAndLink2Count=1; NVCreateAndLink2Create="Teleport Trap"; NVCreateAndLink2LinkType="~SwitchLink"; NVCreateAndLink2Loc="-19.87, -10.27, -6.29"; NVCreateAndLink2LocObj=0;}
yep, I think it's not going to work - thinking about it some more, I believe a spawned trap would have to be linked to two objects for this to work, and that can't be done, afaik. but pretty sure some alternate way of doing things can be conceived for this particular setup (moving two world objects in tandem) though - will check in a bit later.
DML1//remove physics from chair-ObjProp 5 "PhysType"// Link chair with table+Link 5 7 "DetailAttachement"{ "rel pos" 0, -6, 1 "rel rot" 180.00, 0.00, 0.00 "Flags" No Auto-Delete}//apply the setup to the table+ObjProp 7 "Scripts"{"Script 0" NVRelayTrap"Script 1" NVCreateAndLink"Script 2" NVCreateAndLink2}+ObjProp 7 "ObjList"{"" NVRelayTrapOn="BeginScript"; NVRelayTrapOnDelay=50; NVRelayTrapTCount=1; NVRelayTrapTOn="TurnOn"; NVRelayTrapTDest="&?~SwitchLink"; NVCreateAndLinkOn="BeginScript"; NVCreateAndLinkCount=1; NVCreateAndLinkCreate="Teleport Trap"; NVCreateAndLinkLinkType="~SwitchLink"; NVCreateAndLinkLoc="-25.22, -10.36, -5.94"; NVCreateAndLinkLocObj=0; NVCreateAndLink2On="BeginScript"; NVCreateAndLink2Count=1; NVCreateAndLink2Create="Teleport Trap"; NVCreateAndLink2LinkType="~SwitchLink"; NVCreateAndLink2Loc="-19.87, -10.27, -6.29"; NVCreateAndLink2LocObj=0;}//readd physics onto the chair+ObjProp 5 "Scripts"{"Script 0" NVRemovePropertyTrap"Script 1" NVRelayTrap"Script 2" NVLinkBuilder}+ObjProp 5 "ObjList"{ "" NVRelayTrapOn="BeginScript"; NVRelayTrapOnDelay=100; NVRelayTrapOnCount=1; NVRelayTrapTOn="UnLink"; NVRelayTrapOff="BeginScript"; NVRelayTrapOffDelay=150; NVRelayTrapOffCount=1; NVRelayTrapTOff="RePhys"; NVRelayTrapTDest="[me]"; NVLinkBuilderOff="UnLink"; NVLinkBuilderLinkType="DetailAttachement"; NVLinkBuilderLinkSource="5"; NVLinkBuilderLinkDest="7"; NVRemovePropertyTrapOn="RePhys"; NVRemovePropertyTrapProp="PhysType"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;}
nothing universal comes to mind, I would just try something simple depending on the concrete scenario.
DML1//set up the scripts on the comppad+ObjProp 509 "Scripts"{ "Script 0" TrapTeleport "Script 1" NVCreateAndLink "Script 2" NVRelayTrap}+ObjProp 509 "ObjList"{ "" NVCreateAndLinkOn="BeginScript"; NVCreateAndLinkCount=1; NVCreateAndLinkCreate="Teleport Trap"; NVCreateAndLinkLinkType="~SwitchLink"; NVCreateAndLinkLoc="12.5, -397, -5"; NVCreateAndLinkRot="0.00, 0.00, 63.50"; NVCreateAndLinkLocObj=0; NVRelayTrapOn="TurnOn"; NVRelayTrapOnDelay=50; NVRelayTrapTCount=1; NVRelayTrapTOn="TurnOn"; NVRelayTrapTDest="&~SwitchLink";}//link the pic with the comppad+Link 509 79 "SwitchLink"{}//link the firer object with the comppad+Link 212 509 "ScriptParams"{}//and fire the signal upon start+ObjProp 212 "Scripts"{ "Script 0" NVRelayTrap}+ObjProp 212 "ObjList"{ "" NVRelayTrapOn="BeginScript"; NVRelayTrapOnDelay=50; NVRelayTrapTCount=1; NVRelayTrapTOn="TurnOn"; NVRelayTrapTDest="&?ScriptParams";}
You're da man voodoo.. ! Now i got something to work with tonight!
this is because the scripting interferes with the art terminals own scripts somehow ?
Now that we have Squirrel... this really should be done with Squirrel. It allows so much more direct control over what you're doing.
dmls apply props to objects, so no. however, squirrel can be used to do all the advanced stuff currently done via NVscript, I think.there are some squirrel scripting examples in the NewDark doc folder, so check those out, but ye be warned, they probably won't help you much if you don't know how to code.
Is that intended to replace DML ?
Not even close. Squirrel lets you write your own custom scripts in a JavaScript-like syntax. It's Dark's version of Lua now.A general purpose object position randomizing script is actually on my to-do list for SCP. Lord knows when I'll get around to it though.