Rar1197 wrote: ↑Sun Sep 24, 2023 8:23 pm
Anyway the following script triggers it fairly reliably for me :
Even if I risk to sound like a broken record, ... once again THX for the detailed report and the script-snippet to reproduce the problem.
I suspect the issue was being caused by going from a longer pattern to a shorter pattern.
Correct, ... next update comes soon, probably tomorrow.
Rar1197 wrote: ↑Mon Sep 25, 2023 6:33 am
A suggestion for the toy commands , that could be useful if it is simple to implement...
It would be useful if there was a means of setting an overall intensity scale for a toy, so that you could play a given pattern at 100% strength or 50% strength , without having to create multiple versions of it.
Possibly something like
@BioToyScale(X,Y,Z)
where
X -> Usage
Y -> Actuator
Z -> Percentage scale
This would then scale the effects of @BioToyStart and @BioToyStartPattern commands for that toy. Ideally changing the scale would also affect existing patterns that are already being played on the toy, though it probably wouldn't matter too much if it had to wait till the next step of the pattern.
Especially in the time of the closed testing before the release I have learned to not decide too fast when it comes to feature/command suggestions, Daragorn could sing you a song about that.
I'll sleep it over, but my first thought is going to a nope, or maybe note it on the legendary to-do-list.
I think it's more straight-forward (and easier to handle) to work with specific patterns for specific situations.
Just btw.:
Also I would highly recommend to use vocabs for the patterns, I do that always.
That way you could build up a set of patterns, then you could 'puzzle' them together (using vocabs inside of vocabs)
Like:
Code: Select all
@BioToyStartPattern1(CockRing1, Vibrate, #BITP_Wave01)
While #BITP_Wave01 contains:
Code: Select all
#BITP_Wave02UpStayUp
#BITP_Wave03UpUp
#BITP_Wave04UpStayDown
#BITP_Wave05UpDown
#BITP_Wave02UpStayUp could look like:
Code: Select all
0 100, 10 100, 20 100, 30 100, 40 100, 50 100, 60 100, 70 100, 80 100, 90 100, 100 #Random(500,5000), 0 #Random(500,5000)
Working with vocabs gives you all the possibilities and flexibilty of them, like using filters, i.e. you could use flags for the intensity
Code: Select all
@Flag(Bio_Low_Level) #BITP_Wave02UpStayUp_Low_Level
@Flag(Bio_Med_Level) #BITP_Wave02UpStayUp_Med_Level
@Flag(Bio_High_Level) #BITP_Wave02UpStayUp_High_Level
In this example you would already 'simulate' such a @BioToyScale( ... instead of that command you'd set the flag.
And creating those pattern-vocabs is fairly easy and fast thanks to the mighty 'copy & paste' and maybe the 'find & replace' of the common text-editors.
Also once you have all those pattern-vocabs you need, they are always there to be reused or to be extended, puzzeled together to more and more complex ones and so on.
Maybe this gives you some ideas, at least that is how I work with those patterns.
Best greetings,
Markus