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Do "Torch", "SpinTokens", and/or "FlickeringLights" conflict or something?

Admittedly, I don't know squat about API scripts, but I'm trying to get blinking lights (for computer consoles and such), as well as flickering flame effects (there is a large fire near them), as well as using the SpinTokens script to rotate the light wedge tokens that I put on top of the fire trucks to simulate their overhead emergency lights. I loaded up the three scripts listed in the title of this topic, but I can't seem to get them to work right. Unless I am using the commands incorrectly, they may conflict, I guess? Some things still confuse me about the commands listed for some of the scripts, but even still, I have tried to use the commands each way I can figure that they may work, but nothing seems to work . Like for SpinTokens - TheAaron lists the commands as being "!spin-start [Seconds Per Cyle] [--help | [--ids | &lt;token_id&gt; | [&lt;token_id&gt; ...]]]" but I'm not sure if that means that the appropriate command should be typed in as "!spin-start 10", to represent a 10 second rotation, with a token selected already in order to set the Token_ID, or if I need to use the brackets, such as "!spin-start [10]" instead, or if I have to type in a Token_ID instead (and is that the same as the token_name or what?) Any help is very much appreciated. Thank, in advance. The source references for the API scripts I'm talking about are: -- FlickeringLights <a href="https://app.roll20.net/forum/post/5493712/script-flickering-lights-for-crashed-space-ship" rel="nofollow">https://app.roll20.net/forum/post/5493712/script-flickering-lights-for-crashed-space-ship</a> -- Torch <a href="https://app.roll20.net/forum/post/1104897/script-torch-a-simple-script-for-giving-lights-to-tokens-and-turning-off-and-on-dynamic-lighting" rel="nofollow">https://app.roll20.net/forum/post/1104897/script-torch-a-simple-script-for-giving-lights-to-tokens-and-turning-off-and-on-dynamic-lighting</a> -- Also, Torch supposedly integrated the coding from this other one, but I'm not sure if the same requirements are necessary in order to use it or not. Like, the original states that the tokens all had to be named "Torch", is that still a requirement with the Torch API script or not, since you can just select the tokens you want it applied to in that one instead? <a href="https://app.roll20.net/forum/post/1366850/flickering-lights" rel="nofollow">https://app.roll20.net/forum/post/1366850/flickering-lights</a> --SpinTokens <a href="https://app.roll20.net/forum/post/1380961/script-spintokens-allows-the-gm-to-set-a-token-to-spinning-persisted-across-restarts-minimally-active" rel="nofollow">https://app.roll20.net/forum/post/1380961/script-spintokens-allows-the-gm-to-set-a-token-to-spinning-persisted-across-restarts-minimally-active</a>
1599071696
The Aaron
Roll20 Production Team
API Scripter
They shouldn't conflict.&nbsp; To make a token spin once every 10 seconds, you could select it and run: !spin-start 10 or without selecting it, something like: !spin-start 10 --ids @{target|token_id} Similarly, you can make a flickering light with 20ft of bright light and 13ft of dim light that all players can see by selecting a token and running: !flicker-on 33 20 on Hope that helps!
Thanks for the response, The Aaron, but yeah, still not working. I rechecked my API scripting set up and saw this when I went to that page: -------- Your scripts are currently disabled due to an error that was detected. Please make appropriate changes to your script's code and click the "Save Script" button. We will then attempt to start running the scripts again.&nbsp; More info... &nbsp;If this script was installed from the Script Library, you might find help in the Community API Forum. For reference, the error message generated was:&nbsp; Error: Firebase.set failed: First argument contains NaN in property 'light_dimradius' Error: Firebase.set failed: First argument contains NaN in property 'light_dimradius' at Ba (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:9:186) at Ba (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:10:207) at Aa (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:8:462) at J.set (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:146:98) at createObj (/home/node/d20-api-server/api.js:2738:26) at setFlicker (apiscript.js:445:10) at apiscript.js:647:6 at Function.each (/home/node/d20-api-server/node_modules/underscore/underscore.js:188:9) at handleInput (apiscript.js:644:19) at eval (eval at &lt;anonymous&gt; (/home/node/d20-api-server/api.js:154:1), &lt;anonymous&gt;:65:16)
All gibberish to me. Any ideas? Thanks, again.
1599076974
The Aaron
Roll20 Production Team
API Scripter
Save the sandbox and try again.&nbsp; Something's wrong with the arguments to !flicker-on.&nbsp; I just copied that command and ran it and it worked fine, so I'm not sure what the issue is.
I don't know what that means, exactly ("save the sandbox"), but what I did was delete all three scripts and start over, but I didn't reload the one script that you didn't write this time (that supposedly allowed flashing lights), and they all seem to work now. But it seems that even having a couple of rotating lights along with a couple of .gifs loaded up puts too much of a strain on the system anyway, so I guess I won't be using the spinning light idea now. Thanks, anyway. /sigh At least I'm not getting any error messages anymore though. Thanks, again.