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Thread: Help with Telliamed's VisibleRelay

Started 1 month, 1 week ago by Haplo
Hello I have a table with Telliamed's VisibleRelay script on it. I have CD-linked it to an extinguishable torch. I was expecting the torch to go on/off depending on whether the table is in Garrett's view or not. However the torch stays always on. The table doesn't have any other links, so as per the documentation ( http://www.whoopdedo.org/doku/tnhscript/visiblerel ay ), the script’s...
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Forum: The Editors' Guild (Thief 1 & 2)  The Editors' Guild (Thief 1 & 2) - forum profile
Total authors: 2 authors
Total thread posts: 7 posts
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Nameless Voice replied 1 month, 1 week ago
That script " Relays TurnOn and TurnOff conditional on whether an object is currently on-screen." I understand that as meaning that it acts as a RelayTrap when the object is in view, and ignores the messages when it is not in view. (A very brief glance at the source code seems to confirm this.)

Haplo replied 1 month, 1 week ago
Thank you. You are correct, I had overlooked that important detail. Given this, what is the best way to kill Garrett if he sees the table? Edit: This is what I did, but doesn't work 100%: I created an EmiterStream that emits broadheads several times a second. Put a button in front of the emitter. The button is CD-linked to the table (that has VisibleRelay). The table is CD-...

Nameless Voice replied 1 month, 1 week ago
That's far too complicated. Just use an NVRelayTrap or a FlickerTrigger to keep sending the TurnOn message to the VisibleRelay. To hurt Garrett, you could uee another NVRelayTrap with NVRelayTrapTDest="Player"; NVRelayTrapTOn="[1.00]FireStim"; NVRelayTrapOff="Null"

Haplo replied 1 month, 1 week ago
You are correct again. I set it up as you suggested and now looking at the table kills Garrett. But there is another problem: It doesn't work consistently. I have four interconnecting rooms (connected via door frames). All room-brushed and I have done Full Mission Processing. In two of the rooms the table works fine (looking at it kills Garrett). If I move it to the third room, only...

Nameless Voice replied 1 month, 1 week ago
Come to think of it, why not just make the table itself the FlickerTrigger which activates the trap? Just make sure that you do not set Sim on it, and it will only fire while it is on-screen.

Haplo replied 1 month, 1 week ago
Quote: Originally Posted by Nameless Voice Come to think of it, why not just make the table itself the FlickerTrigger which activates the trap? Just make sure that you do not set Sim on it, and it will only fire while it is on-screen. Thank you, it seems to be working perfectly now.

 

Top contributing authors

Name
Posts
Haplo
4
user's latest post:
Help with Telliamed's...
Published (2009-11-08 19:12:00)
Quote: Originally Posted by Nameless Voice Come to think of it, why not just make the table itself the FlickerTrigger which activates the trap? Just make sure that you do not set Sim on it, and it will only fire while it is on-screen. Thank you, it seems to be working perfectly now.
Nameless Voice
3
user's latest post:
Help with Telliamed's...
Published (2009-11-07 10:26:00)
Come to think of it, why not just make the table itself the FlickerTrigger which activates the trap? Just make sure that you do not set Sim on it, and it will only fire while it is on-screen.

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