Reflex 2.0 scripts

I've completely rewritten most of the free scripts I've had on the Marketplace until now. You can find them in the store by searching for "reflex". You can also learn more about them from my custom web page (a work in progress):


Every one of these scripts has been rewritten from scratch to improve performance, stability, and intercommunication and to add new features.

The most significant change is in the structure of the hidden messages that scripts use to communicate with one another. These are no longer compatible with the 1.x scripts, so I've taken them off the market. I encourage everyone to replace those scripts in their experiences with these. I plan to make all future scripts backward compatible with the 2.0 message standard. You can write your own scripts to send and receive triggering signals, too.

Hinged and sliding doors represent the most visible element of the Reflex system. These now behave more smoothly and offer more options. The opening and closing motions feature a continuous ease-in/ease-out function, making them look more natural. Even more impressively, you can now use the hinged door script to build many different types of doors and portals, like drawbridge, top hatch, iris lens, or flower petal.

The "floor sensor" script has been replaced by the new "bump sensor" script, which now also maintains the position of the sensor, in case it accidentally gets moved by users. The chat and sound emitters can now limit their emissions to near a specific location, in addition to over the whole scene. Same for the spell crucible.

I've also introduced brand new scripts. The "random trigger" script sends out a triggering signal (for doors, sound emitters, etc.) at random intervals in a time range you configure. This could be used for randomizing sounds or object drops, for example. The "people sensor" can detect people within a cylinder-shaped space anywhere you specify and otherwise behaves like the bump sensor.

The new "nudge" script reacts to a triggering signal by setting linear and angular velocities on an otherwise stationary object. This can be great for triggering an avalanche, for example, or to shoot a teddy bear out of a cannon. A while after the "nudge", the object returns to its original location, ready for the next action.

If you want to see some of this in action, please do come visit the new Metaverse Machines showroom experience.

I welcome questions and comments here. Cheers.


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