Urzul Posted January 19, 2013 Posted January 19, 2013 I usedefault { state_entry() { llSay(0, ""); } touch_start(integer total_number) { llSay(0,(string)llGetPrimitiveParams([ PRIM_TEXTURE, 0,PRIM_COLOR, 0,PRIM_GLOW, 0,PRIM_FULLBRIGHT, 0,PRIM_BUMP_SHINY, 0 ])); } } on groud it work in hud it does not work.this is a part of my script but why the llgetprimitiveParame does not work in the HUD
Darkie Minotaur Posted January 19, 2013 Posted January 19, 2013 As far as your little script is concerned, there is no reson it shouldn't work in a HUD.
Xiija Posted January 19, 2013 Posted January 19, 2013 i have had scripts act weird like that before... try making a new HUD and pasting the scipt in that? .your script worked in a HUD when i tested it
Urzul Posted January 19, 2013 Author Posted January 19, 2013 it does not work for me ((string)llGetTexture(0) + (string)llGetTextureScale(0) + (string)llGetTextureOffset(0) + (string)llGetTextureRot(0) + (string)llGetColor(0) + (string)llGetAlpha(0)); that work for now but cant find a way to get glow
Urzul Posted January 19, 2013 Author Posted January 19, 2013 :matte-motes-shocked::matte-motes-sour::matte-motes-sing::matte-motes-big-grin: i put the script in it on the groud and take it and now it work thanks
Urzul Posted January 19, 2013 Author Posted January 19, 2013 i am going to cry..... (string)llGetPrimitiveParams([ PRIM_TEXTURE, 1, PRIM_COLOR, 1, PRIM_GLOW, 1, PRIM_FULLBRIGHT, 1, PRIM_BUMP_SHINY, 1 ]); My HUD is made of sphere....:matte-motes-bashful-cute: Sphere dont have a face number 1...only 0
Parrish Ashbourne Posted January 21, 2013 Posted January 21, 2013 Urzul wrote: i am going to cry..... (string)llGetPrimitiveParams([ PRIM_TEXTURE, 1, PRIM_COLOR, 1, PRIM_GLOW, 1, PRIM_FULLBRIGHT, 1, PRIM_BUMP_SHINY, 1 ]); My HUD is made of sphere....:matte-motes-bashful-cute: Sphere dont have a face number 1...only 0 So just change the face to 0 in your script. Sphear do have a face 1 if they are hallow. (string)llGetPrimitiveParams([ PRIM_TEXTURE, 0, PRIM_COLOR, 0, PRIM_GLOW, 0, PRIM_FULLBRIGHT, 0, PRIM_BUMP_SHINY, 0 ]);
Innula Zenovka Posted January 21, 2013 Posted January 21, 2013 Assuming it's a one-prim hud, here's something that should work no matter how many sides it has (I've tested it, both attaached and on the ground): default{ state_entry() { // llSay(0, "Hello, Avatar!"); } touch_start(integer total_number) { integer n = llGetNumberOfSides(); integer i; do { llOwnerSay("Face "+(string)i+":"+(string)llGetPrimitiveParams([ PRIM_TEXTURE, i, PRIM_COLOR, i, PRIM_GLOW, i, PRIM_FULLBRIGHT, i, PRIM_BUMP_SHINY, i])); } while (++i<n); }}
muziekfreak1980 Miles Posted January 25, 2013 Posted January 25, 2013 Glow does not work on huds...as it's not supported. There couple limitations if it comes to huds..
Rolig Loon Posted January 25, 2013 Posted January 25, 2013 Neither do FULLBRIGHT or PRIM_POINT_LIGHT, for that matter. You can create a pseudo-glow effect, though, by using the old double-sphere trick, combined with a bit of creative texturing. Make your outer sphere yellow and switchable from alpha= 0.0 to alpha=0.2 so that it simulates an aura when it's switched ON. It's not as nice as the effect you can get with particles if it's rezzed on the ground, but it looks like a decent light bulb in a HUD.
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