Abele Shu Posted December 10, 2013 Share Posted December 10, 2013 Hello. I am trying to fix an avatar that has multiple tail parts in hidden states. What I would like to do is either by clicking the tail or hud (prefered) be able to derez the current tail state, and rez the new one. I suck at creating the scripts for things like this, but I can mod an existing one that will do what I need. Thank you. Link to comment Share on other sites More sharing options...
steph Arnott Posted December 10, 2013 Share Posted December 10, 2013 http://wiki.secondlife.com/wiki/LlAttachToAvatar http://wiki.secondlife.com/wiki/LlDetachFromAvatar Link to comment Share on other sites More sharing options...
Abele Shu Posted December 10, 2013 Author Share Posted December 10, 2013 Thank you, but this is not exacaly what I'm looking for. your examples just attach and detach worn items from inventory. I want to have one worn item (a base prim) that all the tail states will ez from and then position themselves derezing any previous tail. Link to comment Share on other sites More sharing options...
steph Arnott Posted December 10, 2013 Share Posted December 10, 2013 I must be missing the point, If from a HUD you use attach if it from an attached prim then you will have to use llRezzObject. I have no cluee what this means "tail states". Link to comment Share on other sites More sharing options...
Abele Shu Posted December 10, 2013 Author Share Posted December 10, 2013 Diffrent positions of sculpty tails is what I ment. Sorry if it wasn't clear on that. So the base prim would rez one tail, and derez the current one. Same way a lot of the newer bits are being made. Link to comment Share on other sites More sharing options...
Anton Catesby Posted December 10, 2013 Share Posted December 10, 2013 Rather than rezzing and derezzing things, I would use llSetLinkPrimitiveParamsFast to change the tail prims from one tail to another. 1 Link to comment Share on other sites More sharing options...
steph Arnott Posted December 10, 2013 Share Posted December 10, 2013 I would not rezz and derezz. I would switch the alpha (make them invisible) with llSetLinkPrimitiveParamsFast. So basically they all rezzed but you can not see them until the switch makes one visible. BTW: I would scale the no visable as well. Link to comment Share on other sites More sharing options...
steph Arnott Posted December 10, 2013 Share Posted December 10, 2013 Sorry ,i just see you say the same. Link to comment Share on other sites More sharing options...
Abele Shu Posted December 10, 2013 Author Share Posted December 10, 2013 Thing is they are already done that way with all invisable but the one I'm using. I want to do away with that. Link to comment Share on other sites More sharing options...
Abele Shu Posted December 10, 2013 Author Share Posted December 10, 2013 So this would change the shape of the tail prim? I think it would give me the same effect I was loking for, but they use sculpty maps. Not sure if that would work or not. Link to comment Share on other sites More sharing options...
steph Arnott Posted December 10, 2013 Share Posted December 10, 2013 I have gone as far as i can in with this forum post with advice. Link to comment Share on other sites More sharing options...
Innula Zenovka Posted December 10, 2013 Share Posted December 10, 2013 You can change the sculptmaps with llSetLinkPrimitiveParamsFast. The syntax is llSetLinkPrimitiveParamsFast(link_no,[PRIM_TYPE, PRIM_TYPE_SCULPT, "uuid of sculptmap", prim sculpt type]); You can change the position and rotation of the prims at the same time. Link to comment Share on other sites More sharing options...
Qie Niangao Posted December 10, 2013 Share Posted December 10, 2013 Abele Shu wrote: Thing is they are already done that way with all invisable but the one I'm using. I want to do away with that. Why? I mean, you can do the sculptmap animation thing instead, but it's really bad news; it lags everything (except scripts) much worse than the old trick of toggling alpha to make one of n tails visible. About the only thing imaginable that would be worse is the original notion of rezzing a whole new scripted tail and arranging for it to attach (which is also possible, but all kinds of trouble, what with no-rez and/or no-script land, in addition to the lag). Anyway, I'm interested in why you're trying to avoid the alpha-flipping, potentially augmented with Steph's suggestion of scaling so the invisible states are too small to be seen even with transparent surfaces highlighted. (I'm not sure rescaling would work for fitted mesh, but sculptmaps were mentioned so that's presumably not a concern. Incidentally, the implementation of Mesh was intentionally nerfed to prevent the sort of geometry-swapping of sculptmap animation, specifically to avoid the lag effects that it creates. Not saying that was a smart decision, but just to point out that it's a real problem.) Link to comment Share on other sites More sharing options...
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