664a91dc9a73a

664a91dc9ad27
1 Guest is here.
 

Topic: NVRelayTrap for Dummies Read 4313 times  

664a91dc9b3c2ZylonBane

664a91dc9b440
Since NVRelayTrap is the NVScript I use, like, 99% of the time, I thought it would be useful to create a document that condensed the NVScript documentation down to just the NVRelayTrap-relevant content. And now since I've created it, I figured I may as well share it.

My goals with this were:
- Create purely NVRelayTrap-focused documentation derived from the NVScript documentation
- Explicitly break out and and explain every parameter.
- Consistent terminology throughout.

Hopefully I haven't introduced any misinformation in the process. NV if you see this, please give it a review. Also, I had some questions come up:
- Any useful undocumented parameters?
- No equivalent of TrapFailChance for deactivation events?
- TrapFailChance int or float?
- Do Failed activation attempts count toward the max activation counts?
- Weighting scheme for weighted links could use more explanation.
- What is the default “inactive” value of the trapon/off/delay/max values?
- NVRelayTrapExclusiveDelay: Do delayed messages queue up by default?
- Will NVRelayTrapRepeat use NVRelayTrapOn/OffDelay/Max params, or just the base generic delay?

664a91dc9ca15Nameless Voice

664a91dc9ca90
- Any useful undocumented parameters?
NVRelayHaltTimerOnOn / NVRelayHaltTimerOnOff

Kills any existing timer (delayed message) when the trap is activated/deactivated.

- No equivalent of TrapFailChance for deactivation events?

The same fail chance applies to both activation and deactivation.  It can fail to send the trigger.

- TrapFailChance int or float?

Float.


- Do Failed activation attempts count toward the max activation counts?

They count towards the max trap activation count (NVRelayTrapCount), but not the max trigger activation count (NVRelayTrapTCount).

- Weighting scheme for weighted links could use more explanation.

Basically, it builds up a list of all the links, adding each link to the list the number of times specified in its weight.  It then picks a random link from that list.

- What is the default “inactive” value of the trapon/off/delay/max values?
NVRelayTrapOn="TurnOn"; NVRelayTrapOff="TurnOff"; NVRelayTrapTOn="TurnOn"; NVRelayTrapOff="TurnOff"; NVRelayTrapDelay=0; NVRelayTrapDelayMax=0; NVRelayTrapOnDelay=0; NVRelayTrapOnDelayMax=0; NVRelayTrapOffDelay=0; NVRelayTrapOffDelayMax=0

- NVRelayTrapExclusiveDelay: Do delayed messages queue up by default?

There can be multiple delayed messages waiting at the same time.  Normally, a delayed message should fire at that number of milliseconds after it was activated, regardless of other messages.

Note that I think I noticed a bug with ExclusiveDelay today - it doesn't work as expected if an object has multiple relay trap scripts on it which use delayed messages.  I suspect repeating won't work reliably either.
(e.g. values relating to timers and repeats are shared amongst all script instances, so an exclusive delay on one will kill timers on another.)

- Will NVRelayTrapRepeat use NVRelayTrapOn/OffDelay/Max params, or just the base generic delay?

It will use the most specific param specified.  The code is shared for all of this functionality, there are no separate code paths with more/less features.
« Last Edit: 30. June 2014, 02:08:08 by Nameless Voice »

664a91dc9cb97ZylonBane

664a91dc9cbeb
Woot, thanks!

Do NVRelayHaltTimerOnOn / NVRelayHaltTimerOnOff get set to anything, or do you just include them?

664a91dc9cd64Nameless Voice

664a91dc9cdaf
The guide itself seemed fine.  I didn't see any mistakes.

664a91dc9cf4fvoodoo47

664a91dc9cfaf
can one relaytrap send signals to multiple objects? the guide suggests this is possible, but no idea how to separate the obj ids, tried a couple of things, but only the first object has received the activation message.
« Last Edit: 23. May 2015, 21:00:23 by voodoo47 »

664a91dc9d089ZylonBane

664a91dc9d0d9
The only ways to send messages to specific multiple objects are:
- Create links to them
- Put them under the same parent archetype
- Put a unique metaproperty on them

There is, as far as I'm aware, no way to give it a list of named objects.
Acknowledged by: Nameless Voice

664a91dc9d173voodoo47

664a91dc9d1be
a swarm of relay traps it is then.

664a91dc9d248ZylonBane

664a91dc9d29b
What exactly are you trying to do?

664a91dc9d353voodoo47

664a91dc9d3a4
a destruction of an object should send a turnon signal to three other objects. no worries, working fine with three relay traps.

664a91dc9d43bZylonBane

664a91dc9d48a
There can't be links to the objects?

664a91dc9d52avoodoo47

664a91dc9d579
there can be, but as mentioned, no problem with using three relay traps.

664a91dc9d646ZylonBane

664a91dc9d69a
Are these relay traps using NVScript to send a message to named instead of linked objects? That's the only situation I can think of where it would make sense to use so many objects.

664a91dc9d74bvoodoo47

664a91dc9d7a1
just regular objects (it's a dml fix). I could link them I suppose, but hey, if it works, don't fix it..

Your name:
This box must be left blank:

How can you challenge a perfect, _____ machine? (Fill in the missing word):
1 Guest is here.
Can I really add quotes? Hello mum!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664a91dc9d8d5