Place To View

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Place To View // The Garage

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Post by trueBlue // Aug 18, 2007, 7:01pm

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Tested these Elevators in tP and tS and the only thing that did not work for me was the Simple Elevator. When it activates the floor goes through me and I can not ride up. The Locking one works for me and I do not see any jerking going on. Well maybe real slightly but not much. Almost seems like it might be my video card not being able to keep up. As for not being able to ride the Simple one, I have had intermittent problems with collision where I can go through walls and other times not when using FPN. Same happened with the Cart ride too.
Great job never the less Dele.
Thank you!

Post by Délé // Aug 19, 2007, 3:21am

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Just to note, the three scripts that won't work in truePlay right now are; Place To View, Avatar Lock Trigger, and the Teleportation Trigger. All of these access the EyeCamera and that either seems to be named differently or is in a different path with truePlay.


I tried fixing it but have not yet been able to find the correct path/name. I went into the preobject folder in tP (per trueBlue's suggestion) and found an object called "EyeCam". So I tried renaming the eyecamera object that I'm pointing to in script to "EyeCam", but that didn't work. I also tried renaming the path to "/Scripts/preobjects/EyeCam", but that didn't work aslo. Not sure what the path/name is for truePlay yet.


Tested these Elevators in tP and tS and the only thing that did not work for me was the Simple Elevator. When it activates the floor goes through me and I can not ride up. The Locking one works for me and I do not see any jerking going on. Well maybe real slightly but not much. Almost seems like it might be my video card not being able to keep up. As for not being able to ride the Simple one, I have had intermittent problems with collision where I can go through walls and other times not when using FPN. Same happened with the Cart ride too.

Hmmm... That's strange that you're having problems with collision. Do you think it's a machine thing? The cart and simple elevator have worked every time for me.

Post by 3dvisuals dude // Aug 19, 2007, 6:13am

3dvisuals dude
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Just to note, the three scripts that won't work in truePlay right now are; Place To View, Avatar Lock Trigger, and the Teleportation Trigger. All of these access the EyeCamera and that either seems to be named differently or is in a different path with truePlay.

I tried fixing it but have not yet been able to find the correct path/name. I went into the preobject folder in tP (per trueBlue's suggestion) and found an object called "EyeCam". So I tried renaming the eyecamera object that I'm pointing to in script to "EyeCam", but that didn't work. I also tried renaming the path to "/Scripts/preobjects/EyeCam", but that didn't work aslo. Not sure what the path/name is for truePlay yet.


Hmmm... That's strange that you're having problems with collision. Do you think it's a machine thing? The cart and simple elevator have worked every time for me.

This is just a thought, but is it possible that each instance of the eyecam within a given truePlay session is renamed by truePlay upon access thus defeating any naming conventions related to paths?

Post by frootee // Aug 19, 2007, 6:15am

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we'd have to access the name of that particular instantiation 3dv.


froo

Post by 3dvisuals dude // Aug 19, 2007, 6:20am

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we'd have to access the name of that particular instantiation 3dv.

froo
Yeah, I suppose it would be possible if that's the real issue at all. I think it could well be though, because when I had MSjscript error alerts popping they would always point to a path that started with "/D3D/..." and always ended with the "eyecam_1928743645... blah blah" which appeared to me at least to be instance ID's which were being generated per session for the eyecam object.

Post by frootee // Aug 19, 2007, 6:32am

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sure.

To clarify, if we could request the full pathname of the avatar's camera, and store it in a variable, then refer to the eye that way.


We would not really care about the unique name of the avatar, if it varies; rather, we would only care about being able to access that name via a Handle (in programming terms).


Interesting...


froo

Post by 3dvisuals dude // Aug 19, 2007, 7:28am

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I tried fixing it but have not yet been able to find the correct path/name. I went into the preobject folder in tP (per trueBlue's suggestion) and found an object called "EyeCam". So I tried renaming the eyecamera object that I'm pointing to in script to "EyeCam", but that didn't work. I also tried renaming the path to "/Scripts/preobjects/EyeCam", but that didn't work aslo. Not sure what the path/name is for truePlay yet.

This is probably a dumb question, I'm good at those as I'm sure you've already noticed, but have you tried the above using backslashes rather than forward slashes?

Post by Délé // Aug 19, 2007, 8:19am

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I tried a few different variations. I think I tried back slashes. Might try again to double check though.

Post by 3dvisuals dude // Aug 19, 2007, 8:28am

3dvisuals dude
Total Posts: 1703
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I tried a few different variations. I think I tried back slashes. Might try again to double check though.

Yeah I figured you probably already did. I'm just betting it's some simple little fix that's just over the horizon here escaping us for now, but I'm confident that with a dedicated team approach to nabbing this illusive little bugger we'll win the fight soon!

That new "CarryTest2.RsScn" file of yours is AWESOME! Hahahaha!:banana:

Folks should get a great idea of the potential of scripting after just one glance at that! Well done!

- 3dvisuals dude

Post by 3dvisuals dude // Aug 19, 2007, 9:33am

3dvisuals dude
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It just occured to me that the eyecam is in the preobjects directory not the "/d3d/" or "\d3d\" directory. Does that mean we're just aiming at the wrong directory? All the MSjscript alerts pointed to the d3d directory, not to preobjects.

Post by Délé // Aug 19, 2007, 12:10pm

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The D3D directory is where the EyeCam is in trueSpace. Not sure if it's in a different location in truePlay or if the EyeCam just has a different name.

Post by 3dvisuals dude // Aug 19, 2007, 12:36pm

3dvisuals dude
Total Posts: 1703
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The D3D directory is where the EyeCam is in trueSpace. Not sure if it's in a different location in truePlay or if the EyeCam just has a different name.

Hmmm... I'm showing it in a different location on my installs here. Here's what I have:

G:\truePlay1.3\Scripts\preobjects\EyeCam.rsobj

G:\trueSpace75\tS\Scripts\preobjects\EyeCam.rsobj

No "D3D" there in either of those paths on my end, but maybe the truePlay session instance of the eyecam shows up in "D3D" or elsewhere?

All I know is the Alerts all referred to the D3D directory for sure. Just trying to help you narrow down the possibilities is all. I wish I could help more than that.:o

- 3dvisuals dude

EDIT:I just ran a few of the files which have probs with truePlay and found it's actuall not the "D3D" directory which is the issue, rather it is the "/D3DView/" directory. Either way though, these are not in my TS or TP install paths to the eyecam object. Here's the exact error popup if that may help:



ERROR EVENT...
Source object: /Project/Teleport Testing2/Teleport
Error: Microsoft JScript runtime error
Description: Invalid procedure call or argument
Error Code: 0x800a0005 - (null)
Line: 8, Char: 1
Script text: Node.Value("/D3DView/EyeCamera_{2C152F81-45A2-2035-8896-9E49D60C8A7A}", "TY")=5;

Notice also that the error code refers to a "null" and that the 9th character from the end there IS a null (space).

Hope that helps.

Post by Délé // Aug 20, 2007, 4:54am

Délé
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Path problem solved. :)


I re-uploaded a fixed version of the "Place To View" script in the first post. It should now work with truePlay and online.

Post by 3dvisuals dude // Aug 26, 2007, 3:26pm

3dvisuals dude
Total Posts: 1703
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Reset Timer:
ScriptObject.RunCmd("Graph Package/conreset command", "Node", Space.CurrentScene() + "/Timer Event", "Con", "Time");

Start Timer:
Node.Value(Space.CurrentScene() + "/Timer Event", "Active") = -1;

Stop Timer:
Node.Value(Space.CurrentScene() + "/Timer Event", "Active") = 0;

Edit: Oh yeah, you'll want to make sure you reset the timer right before you activate in the script. This will ensure the timer starts from 0.

Hi Délé,

I'm looking for a non-Graph Package and non-Timer equivalent to these Run and Node Value Commands above for use in creating a new Script for us all pertaining specifically to physics toggling and object collision toggling.

The script I'm hoping to create here, when activated via proximity to an Avatar, will then:

(1) Start Physics

(2) Deactivate Collision for a specific (non-Avatar) object

(3) Maintain that state while proximity to Avatars occurs

(4) Activate Collision and Deactivate Physics when Avatar proximity no longer occurs.

I want to create this particular script now because I feel it is something we all happen to need at this point in immersive scene development in order to have several cool new things like Waterfalls we can actually walk through, Faked Volumetric Special Effects inside DX9 Solids, and a host of similarly neat things for our new immersive truePlay scenes.

I'll be happy to write the actual script myself but I'm not too proud to beg for a few scraps from the Master's table if you have any handy! Any pointers at all in good directions would be most appreciated while I fumble to catch up with all you guys here!

Thanks,

- Mark / 3dvisuals dude

Post by Délé // Aug 27, 2007, 4:28am

Délé
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I certainly wouldn't say I'm a master scriptor. I'm still pretty new to this too. :)


What I would do is use the jscript macro recorder to harvest the needed code. Start the macro recorder, start/stop physics, check/uncheck disable collision for the desired object, and then stop the macro recorder. That should give you all the code you need in the recorded macro.


If you can't get that to work, I'll upload any code I can find.

Post by 3dvisuals dude // Aug 27, 2007, 8:13am

3dvisuals dude
Total Posts: 1703
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I certainly wouldn't say I'm a master scriptor. I'm still pretty new to this too. :)

What I would do is use the jscript macro recorder to harvest the needed code. Start the macro recorder, start/stop physics, check/uncheck disable collision for the desired object, and then stop the macro recorder. That should give you all the code you need in the recorded macro.

If you can't get that to work, I'll upload any code I can find.

Ahhhh!!! Thank you very much indeed!:)

I keep forgetting about the Macro Recorder! Excellent idea, I'll definitely do that! It has all the correct script commands built right into it for reference!:p

Fantastic! Thanks again Délé, that'll save me a bunch of time for sure!:D

- Mark / 3dvisuals dude
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