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Parsonsda

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  1. Hello again, so yer I'm still new to maths and scripting, but doing pretty well, but I seem to have this one issue that i can't seem to other come, i got a linked objected, and on the object is some spirals on the side, it on a angle of <90.00000, 33.75000, 166.05000> and it linked into 1 script, my issue im facing is how to get it to spin straight without it going all wobberly, i also have a brush (cash wash brush) to go onto this thing, that may have same issue, but that dosent seem so big seeing as it on more straight angel, anyway how can i stop the spriain from being wonky and let it spin stright on a angle? and here is the section of script { llSetLinkPrimitiveParams(LINK_spinny0,[ PRIM_OMEGA,<-1.0,1.0,0.0>,1.0,1.0, PRIM_OMEGA,<1.0,-1.0,0.0>,1.0,1.0, PRIM_LINK_TARGET,LINK_spinny1,<0.0,0.0,.0>,1.0,1.0, PRIM_LINK_TARGET,LINK_spinny2,<0.0,0.0,0.0>,1.0,1.0 ]);
  2. Dunno why but not letting me do it, dont see what doing wrong and sorry for being noobish x.x
  3. I wanted to fix that but I know it gose at top but unsure how to go about that x.x
  4. So my friend was so epicly to help me out, but he went on collage to need alittle help to learn, what am I missing from this, it controls multi legs, each one doing a funaction , any ideas, as i said im new to this, it kinda simple but can't see what setting off the error "llSetPrimitiveParams error running rule #3: non-integer rule." integer ENABLED_spray = TRUE; integer ENABLED_strobes = TRUE; integer ENABLED_spinny = TRUE; integer ENABLED_spinFlop = TRUE; //integer ENABLED_airBlast = FALSE; integer LINK_strobe0; integer LINK_strobe1; integer LINK_spray0; integer LINK_spray1; integer LINK_spray2; integer LINK_spinny0; integer LINK_spinny1; integer LINK_spinny2; integer LINK_spinny3; integer LINK_floppySpinny; //integer LINK_airBlast0; //integer LINK_airBlast1; string serialize(list settings) {return llDumpList2String(settings,"::");} list deserialize(string input) {return llParseString2List(input,["::"],[]);} //PASTE EFFECT FUNCTIONS BELOW IN THIS FUNCTION updateEffects(list flags) { if(llList2Integer(flags,0))//spray on { } else //off { llLinkParticleSystem(LINK_spray0,[ PSYS_PART_FLAGS,( 0 |PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_INTERP_SCALE_MASK |PSYS_PART_FOLLOW_SRC_MASK |PSYS_PART_FOLLOW_VELOCITY_MASK |PSYS_PART_EMISSIVE_MASK ), PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE , PSYS_PART_START_ALPHA,0.4, PSYS_PART_END_ALPHA,0.0509804, PSYS_PART_START_COLOR,<0.8,0.8,0.8> , PSYS_PART_END_COLOR,<0.701961,0.701961,0.701961> , PSYS_PART_START_SCALE,<1,1,0>, PSYS_PART_END_SCALE,<1,1,0>, PSYS_PART_MAX_AGE,2.89844, PSYS_SRC_MAX_AGE,0, PSYS_SRC_ACCEL,<0,0,0>, PSYS_SRC_BURST_PART_COUNT,50, PSYS_SRC_BURST_RADIUS,0, PSYS_SRC_BURST_RATE,0.898438, PSYS_SRC_BURST_SPEED_MIN,0.5, PSYS_SRC_BURST_SPEED_MAX,1.5, PSYS_SRC_ANGLE_BEGIN,0, PSYS_SRC_ANGLE_END,0.5625, PSYS_SRC_OMEGA,<0,0,1>, PSYS_SRC_TEXTURE, (key)"4bdbb6c7-5819-b19e-be6d-38f96228fe68", PSYS_SRC_TARGET_KEY, (key)"00000000-0000-0000-0000-000000000000"]); llLinkParticleSystem(LINK_spray1,[ PSYS_PART_FLAGS,( 0 |PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_INTERP_SCALE_MASK |PSYS_PART_FOLLOW_SRC_MASK |PSYS_PART_FOLLOW_VELOCITY_MASK |PSYS_PART_EMISSIVE_MASK ), PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE , PSYS_PART_START_ALPHA,0.4, PSYS_PART_END_ALPHA,0.0509804, PSYS_PART_START_COLOR,<0.8,0.8,0.8> , PSYS_PART_END_COLOR,<0.701961,0.701961,0.701961> , PSYS_PART_START_SCALE,<1,1,0>, PSYS_PART_END_SCALE,<1,1,0>, PSYS_PART_MAX_AGE,2.89844, PSYS_SRC_MAX_AGE,0, PSYS_SRC_ACCEL,<0,0,0>, PSYS_SRC_BURST_PART_COUNT,50, PSYS_SRC_BURST_RADIUS,0, PSYS_SRC_BURST_RATE,0.898438, PSYS_SRC_BURST_SPEED_MIN,0.5, PSYS_SRC_BURST_SPEED_MAX,1.5, PSYS_SRC_ANGLE_BEGIN,0, PSYS_SRC_ANGLE_END,0.5625, PSYS_SRC_OMEGA,<0,0,1>, PSYS_SRC_TEXTURE, (key)"4bdbb6c7-5819-b19e-be6d-38f96228fe68", PSYS_SRC_TARGET_KEY, (key)"00000000-0000-0000-0000-000000000000"]); llLinkParticleSystem(LINK_spray1,[ PSYS_PART_FLAGS,( 0 |PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_INTERP_SCALE_MASK |PSYS_PART_FOLLOW_SRC_MASK |PSYS_PART_FOLLOW_VELOCITY_MASK |PSYS_PART_EMISSIVE_MASK ), PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE , PSYS_PART_START_ALPHA,0.4, PSYS_PART_END_ALPHA,0.0509804, PSYS_PART_START_COLOR,<0.8,0.8,0.8> , PSYS_PART_END_COLOR,<0.701961,0.701961,0.701961> , PSYS_PART_START_SCALE,<1,1,0>, PSYS_PART_END_SCALE,<1,1,0>, PSYS_PART_MAX_AGE,2.89844, PSYS_SRC_MAX_AGE,0, PSYS_SRC_ACCEL,<0,0,0>, PSYS_SRC_BURST_PART_COUNT,50, PSYS_SRC_BURST_RADIUS,0, PSYS_SRC_BURST_RATE,0.898438, PSYS_SRC_BURST_SPEED_MIN,0.5, PSYS_SRC_BURST_SPEED_MAX,1.5, PSYS_SRC_ANGLE_BEGIN,0, PSYS_SRC_ANGLE_END,0.5625, PSYS_SRC_OMEGA,<0,0,1>, PSYS_SRC_TEXTURE, (key)"4bdbb6c7-5819-b19e-be6d-38f96228fe68", PSYS_SRC_TARGET_KEY, (key)"00000000-0000-0000-0000-000000000000"]); } if(llList2Integer(flags,1))//strobes on { //start strobe loop (probably a texture animation) } else //off { llSetLinkTextureAnim(LINK_strobe0,FALSE, ALL_SIDES, 0, 0, 0.0, 1.0, 1.0); llSetLinkTextureAnim(LINK_strobe1,FALSE, ALL_SIDES, 0, 0, 0.0, 1.0, 1.0); llSetLinkTextureAnim(LINK_strobe1,FALSE, ALL_SIDES, 0, 0, 0.0, 1.0, 1.0); } if(llList2Integer(flags,2))//spinny { } else //off { llSetLinkPrimitiveParams(LINK_spinny0,[ PRIM_OMEGA,<0.0,0.0,1.0>,0.0,0.0, PRIM_LINK_TARGET,LINK_spinny1,<0.0,0.0,1.0>,1.0,0.0, PRIM_LINK_TARGET,LINK_spinny2,<0.0,0.0,1.0>,1.0,0.0 ]); } if(llList2Integer(flags,3))//spinFlop on { } else //off { llSetLinkPrimitiveParams(LINK_floppySpinny,[ PRIM_OMEGA,<0.0,0.1,0.0>,1.0,0.0 ]); } } default { state_entry() { //SETUP LINKS integer total=llGetNumberOfPrims()+1; while((total--)-1) { string name=llGetLinkName(total); if(name=="strobe0")LINK_strobe0 =total; if(name=="strobe1")LINK_strobe1 =total; if(name=="spray0")LINK_spray0 =total; if(name=="spray1")LINK_spray1 =total; if(name=="spray2")LINK_spray2 =total; if(name=="spinny0")LINK_spinny0 =total; if(name=="spinny1")LINK_spinny1 =total; if(name=="spinny2")LINK_spinny2 =total; if(name=="spinny3")LINK_spinny3 =total; } llListen(-35255,"",NULL_KEY,""); } listen(integer channel,string name,key id,string message) { list options = deserialize(message); updateEffects(options); } }
  5. NVM worked out howto x3 by putting all bones to 0.1 instead of 1 when doing final point, keeps them all on list , so if anyone has this issue, that the answer :3 this is for 3ds max.
  6. So i tried EVERYTHING here, to try and get this option to light up, i KNOW i did it before as i did a zekrom AVI , and it worked fine, without that option i can't make the AVI, what would be stopping this? ALL bones are on~
  7. well i fixed it thoe it appears to happen in Full mesh locations, and my viewer is Catznip
  8. the other day my voice was fine i was using it in world ect, all was good, later that day it stoped working, i tried muilti reloggs, that didnt work, i turn off my pc and come back the next morning still nothing, im now confused on what happening, i didn't do anything to it, thoe i was messing with sounds ealier but nothing that mess with SL voice :/
  9. ok...umm....Hi this my first thread and i thought i ask for help, http://i.imgur.com/hUoUmOI.png i can't say much about it, im unsure what going on here, it like glitching, any ideas and sorry if this wrong thread as i said im new to forums x.x
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