Jump to content

Syaoran Nyoki

Resident
  • Posts

    36
  • Joined

  • Last visited

Reputation

1 Neutral

Recent Profile Visitors

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

  1. I have a quiz game that uses llDialog to ask a multiple choice question. However, I have questions that are over 512 bytes. Is there a way I can split it up somehow to get around this? Thanks in advance for guidance and suggestions.
  2. I have several parcels on my regions that are setup to restrict voice to parcel. For the last year, I have been battling issues with a select few avatars (never the same ones) being unable to speak/hear voices in region parcels. When they leave the parcel, they get their white dot back. When they enter or TP into the parcel they lose it. It's probably around 10% of my visitors. Most people experience no issues. Further, when I uncheck "Enable Voice" for a few seconds and turn it back on, it fixes it most of the time. I have made and re-made the parcels many times. Does anyone have ideas about what is happening or any ideas of what I can do about it? Thanks.
  3. hi. I'm not sure why this webpage "https://join.me/williamssc" no longer works using parcel media since the last major update. It is pink and says "SSL handshake failed". Is there anything that I can do? are there settings to monkey with? Thanks.
  4. Thank you for that. I was looking at http://status.secondlifegrid.net/ trying to figure out when my regions will be going off and if there is a way to predict when it happens. Under Help it just says "Second Life Server 14.08.22.293247" so I guess what I was asking wouldn't answer my root question anyway. Any idea how to find this information out?
  5. Does anyone know how I can tell if my property is Magnum, Blue Steel or Le Tigre?
  6. I can't figure it out. I have a region that is open to visitors, however you can't build there unless you are in my group. I wanted to make the region Group Owned instead of individual owned. I used the About Land-> Objects dialog to make darn sure that all the objects on my island were assigned to my group. They were. Yesterday, I made it group owned and I turned on the auto-return feature and random objects started disappearing, large portions of buildings, etc. GULP! I got a region rollback today and I started to investigate why some objects and not others were returned. I cannot figure it out though. It looks legit. Created or Owned by an avie in my group and my group is assigned to the object. Anyone have any ideas about how I can identify what objects will disappear if I were to make this change again?
  7. I have three entire islands (closed to public, group owned) that when you log into SL directly onto those islands, voice is not working since the "scheduled voice maintenance" this morning. The speak button is dead. Messing with preferences has no effect. If I travel to another island my voice works again -- and when I TP back to my islands, my voice continues to work. Very strange goings on. Anyone have ideas? I am alarmed by this. I've been trying to figure it out but I can't. UPDATE: I changed the parcel rules to allow anyone to enter - logged off and on and it had no effect. Same song. My islands are cursed. It says maintenance is over on the grid status page but it is seriously ruining my day.
  8. Yes indeed that works great! Thank you so very much for your time and expertise. I really do appreciate it.
  9. I've been trying to load all the landmarks' position data into a list at state_entry(). Every way I try to do it, it just loads the list with the same position coordinates (for the first one it reads) 45 times. Does anyone know a way to do this that will read a new landmark after each append? key request; string name; string sim_name; vector pos; integer i; integer x; list landmarks = []; integer numberOfRows = 9; integer numberOfColumns = 5; default { state_entry() { request = llRequestInventoryData(llGetInventoryName(INVENTORY_LANDMARK, x)); } touch_start(integer total_number) { vector touchST = llDetectedTouchST(0); integer columnIndex = llFloor(touchST.x * numberOfColumns); integer rowIndex = llFloor(touchST.y * numberOfRows); integer cellIndex = (rowIndex * numberOfColumns) + columnIndex; // llSay(PUBLIC_CHANNEL, "ST (" + (string)columnIndex + ", " + (string)rowIndex + ") --> " + (string)cellIndex); if (cellIndex >= 0 && cellIndex <= 5) { i = cellIndex + 40; } else if (cellIndex >= 5 && cellIndex <= 9) { i = cellIndex + 30; } else if (cellIndex >= 10 && cellIndex <= 14) { i = cellIndex + 20; } else if (cellIndex >= 15 && cellIndex <= 19) { i = cellIndex + 10; } else if (cellIndex >= 20 && cellIndex <= 24) { i = cellIndex; } else if (cellIndex >= 25 && cellIndex <= 29) { i = cellIndex - 10; } else if (cellIndex >= 30 && cellIndex <= 34) { i = cellIndex - 20; } else if (cellIndex >= 35 && cellIndex <= 39) { i = cellIndex - 30; } else if (cellIndex >= 40 && cellIndex <= 44) { i = cellIndex - 40; } // llSay(0, "Position just before llMapDest = "+(string)pos); llMapDestination(llGetRegionName(), llList2Vector(landmarks, i), llList2Vector(landmarks, i)); } dataserver(key id, string data) { if(id == request) { do { pos = (vector)data; name = llGetInventoryName(INVENTORY_LANDMARK, x); llSay(0, name + " " + (string)pos); landmarks += pos; llSay(0,llList2String(landmarks, x)+ "x= " + (string)x); request = llRequestInventoryData(name); } while(++x < llGetInventoryNumber(INVENTORY_LANDMARK)); } } }
  10. I re-tooled this script using the advice of LepreKahn but now I have a new problem I haven't been able to solve. I need the touch event to determine what part of the texture was touched and I need it to do llMapDestination. The problem lies when I read the landmark info. The variable pos is blank when I do llMapDestination. Anyone know a way around this? key request; string name; string sim_name; vector pos; integer i; integer numberOfRows = 9; integer numberOfColumns = 5; default { touch_start(integer total_number) { vector touchST = llDetectedTouchST(0); integer columnIndex = llFloor(touchST.x * numberOfColumns); integer rowIndex = llFloor(touchST.y * numberOfRows); integer cellIndex = (rowIndex * numberOfColumns) + columnIndex; // llSay(PUBLIC_CHANNEL, "ST (" + (string)columnIndex + ", " + (string)rowIndex + ") --> " + (string)cellIndex); if (cellIndex >= 0 && cellIndex <= 5) { i = cellIndex + 40; } else if (cellIndex >= 5 && cellIndex <= 9) { i = cellIndex + 30; } else if (cellIndex >= 10 && cellIndex <= 14) { i = cellIndex + 20; } else if (cellIndex >= 15 && cellIndex <= 19) { i = cellIndex + 10; } else if (cellIndex >= 20 && cellIndex <= 24) { i = cellIndex; } else if (cellIndex >= 25 && cellIndex <= 29) { i = cellIndex - 10; } else if (cellIndex >= 30 && cellIndex <= 34) { i = cellIndex - 20; } else if (cellIndex >= 35 && cellIndex <= 39) { i = cellIndex - 30; } else if (cellIndex >= 40 && cellIndex <= 44) { i = cellIndex - 40; } if(llGetInventoryNumber(INVENTORY_LANDMARK)) { name = llGetInventoryName(INVENTORY_LANDMARK,i); llSay(0, "Landmark name = "+ name); request = llRequestInventoryData(name); } llSay(0, "Position just before llMapDest = "+(string)pos); llMapDestination(sim_name, pos, pos); } dataserver(key id, string data) { if(id == request) { pos = (vector)data; llSay(0, "Position Dataserver = "+(string)pos); sim_name = llGetRegionName(); } } }
  11. I didn't know about any of those functions. Thank you. Great solution.
  12. Having an issue with a teleport board I am creating. I have a board with 45 landmarks inside it. Each square on the board will have a hotspot (invisible Prim) in front of it. (see no 1) So the control script is in the board itself. All variables in my script are filled properly, but the map never shows up. Is there is something about how to use llMapDestination? key request; string name; string sim_name; vector pos; integer i; default { state_entry() { llListen(777, "", "", ""); } listen(integer channel, string name, key id, string message) { i = (integer)message; if(llGetInventoryNumber(INVENTORY_LANDMARK)) { name = llGetInventoryName(INVENTORY_LANDMARK,i-1); request = llRequestInventoryData(name); } } dataserver(key id, string data) { if(id == request) { pos = (vector)data; sim_name = llGetRegionName(); llSay(0, "SimName is "+sim_name); llSay(0, "Pos is "+(string)pos); llMapDestination(sim_name, pos, pos); } } }
  13. Good suggestions, Rolig. I added a touch event to call the decodeName function. Originally, I didn't pass all those global lists but i have been struggling so I'm trying all kinds of things. The problem I think is in decodeName(). Am I using llListFindList properly? I'm not sure if you can use a list (compareName) as the list test. As for the commas, I only added them to put a separator in the created lists (compareName and replaceName) I am making from the notecard. What I was hoping I could do was take the VISITOR_NAME list and search the compareName for a match. If there's a match it will give me the index in compareName. I would then replace the VISITOR_NAME with replaceName(index) and return the new updated list with replaceName real-life names.
×
×
  • Create New...