Jump to content

alana1275 Riddler

Resident
  • Posts

    57
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Beautiful section on the waterside in a family friendly sim with plenty of prims and space to set up home. Terraforming also allowed! Prims: 699 Area: 3056 m2 Tier: 4572L per month Terraforming: Yes It is situated on a private island estate surrounded by ocean and has rivers and mountains for peace and privacy. Our residents love the peace and tranquility of the sim and some of them have been here for more than a year. To keep within the theme of the sim, you must be a family of, teen, child or friend of to rent and live here. Come along and see and if you decide to go ahead, right click the land and choose buy land for $1L and following that I will set up your rental box and contact you when ready. http://slurl.com/secondlife/Taro/234/122/22 IM or send me a notecard if have further questions and I'll get back to you within 24 hours. We also have some smaller village houses for rent.
  2. I've solved it:) Changed Vector size = <k, k, k> to size = <k, k, k> Thanks, it clicked after your reply !
  3. Because when I tried setting it in global such as: Vector size = <1, 1, 1>; The particles always seem to come out at that size <1, 1, 1> regardless of what size was chosen from the menu.
  4. Hi there Have been having trouble with a script that allows a user to control the size of particles from the emitter. What I would like to know is how can the values of vector size = <k, k, k>; be successfully passed to the mySetParticles(); ? At the moment I cant get it to recognise it. mySetParticles(); only sees size if its declared globally: //This is part of dialog that detects what size the user wants the particles to be, resets and then restarts the particles if (CurrentDialog == SIZE) { integer k = llListFindList(SIZE_BUTTONS, [msg]); if (k != -1) { ++k; vector size = <k, k, k>; llParticleSystem([]); mySetParticles(); } } // section of particle script mySetParticles() { vector START_SCALE = size; vector END_SCALE = size; I'm still new to scripting so any help really appreciated. Thanks
  5. Hi, yes its made up of several sculpts. Thank you for explanation - mades it a lot clearer why it was doing it.
  6. Thank you for your help, yea I saw llEuler2Rot() on the lslwiki but wasn't sure of its application. But tried as you suggested, worked out the correction to the rezzed orientation and it worked:)))
  7. Hi everyone I'm still fairly new to scripting and am having some trouble with this script which fires gun bullets. It works all fine apart from when the bullet is rezzed and travels outwards it is at the wrong orientation - instead travelling head first, its travelling sideways first. I'm sure this is to do with llGetRot(); returning the wrong values - the object is getting rezzed in the wrong orientation with respect to it's container. Anyways, I've searched and looked up the first of the four functions in the script and understand them better but just had no luck at all getting the bullets to fire out correctly. Here is the part of the script that is having trouble: vector gEyeOffset = <0.0, 0.0, 0.84>; integer velocity=40; f() { vector my_pos = llGetPos() + gEyeOffset; rotation my_rot = llGetRot(); vector my_fwd = llRot2Fwd(my_rot); llRezObject("Bullet", my_pos, my_fwd * velocity,my_rot,1); } Any help appreciated Thanks 
  8. Hi Ashi, when you try to attach any of them, are both options 'Add' and 'Wear' available (i.e not greyed out)? Another thing can try is finding the original box for one of the items, unpacking a new copy and see if that can be worn.
×
×
  • Create New...