Rubberene Posted June 9, 2014 Share Posted June 9, 2014 I have noticed HUDs on the Marketplace that say they have the option to post pre-written sentences, etc, in local chat, but in white text so it looks as if an avatar has said them.ExampleI would like to script something similar, but I have no idea how an object can be scripted to speak as though the avatar is talking, in white text. Is it RLV? Gestures? Voodoo?If anyone can tell me, I would be grateful. Link to comment Share on other sites More sharing options...
Rolig Loon Posted June 9, 2014 Share Posted June 9, 2014 You can't control the color of chat on someone else's screen. Anyone can customize the colors in Preferences, so one person's green is another one's pink or lemon yellow. Link to comment Share on other sites More sharing options...
Nova Convair Posted June 9, 2014 Share Posted June 9, 2014 It's NOT the sender of a message that sets the color - the receiver sets it. The receiver is your viewer and your viewer knows if the message comes from an avatar or object. There is no way to hide that. Then the viewer will use the color that is defined in the settings. (green only for those who didn't change that) So a hud's message is ALWAYS object-chat. If you want to make it to avatar-chat the hud can IM you the message and you have to copy and paste it to the chat line. Then it is avatar-chat. Link to comment Share on other sites More sharing options...
Perrie Juran Posted June 9, 2014 Share Posted June 9, 2014 Just for reference, there is a great discussion on what the different colors mean, etc, in this thread: http://community.secondlife.com/t5/General-Discussion-Forum/Can-others-see-the-quot-Green-quot-Text-chat-Or-only-you/m-p/2066837 Link to comment Share on other sites More sharing options...
ObviousAltIsObvious Posted June 9, 2014 Share Posted June 9, 2014 the HUD probably pushes the text into a dialog. the button text is limited to 24 bytes, but it will appear exactly as if it came from the chat bar. (the product description only promises a shout option only for "green" text. the restriction is consistent with a dialog, which can only use "say" distance.) Link to comment Share on other sites More sharing options...
Nova Convair Posted June 10, 2014 Share Posted June 10, 2014 If you press a button in a dialog the avatar says the button text so it's (white) avatar-text. But if a script uses llDialog and one of the buttons text is longer than 24 characters it throws an error. So 24 is max and thats not really much text. Link to comment Share on other sites More sharing options...
rasterscan Posted April 16, 2016 Share Posted April 16, 2016 Hi hope its ok to revive this discussion. I have seen a white text HUD generator, theres several on the mp like this one : https://marketplace.secondlife.com/p/eMotive-Formal-Greeter-HUD-aka-White-Text-Host-DJ-Dancer-Buddy-Greeting-Assistant/3997978 I am trying to grasp the use of lldialog to create a similar white text HUD. It does'nt have to be clever. I appreciate it cannot go beyond 12 or 24 or maybe even just 8 characters. But there is only 5 letters in 'the word 'hello' so it would still be very useful. I dont need a heap of phrases either. Just a simple white hello. Is that so much to ask ? lol So how to get a dialog button description to be said in local chat. Any clues please ? Link to comment Share on other sites More sharing options...
Qie Niangao Posted April 16, 2016 Share Posted April 16, 2016 rasterscan wrote: clues please ? [Oooo! A game! How fun!] Clue #1: "... to be said in local chat." Clue #2: "In 1926, on her second attempt, 19-year-old Gertrude Ederle became the first woman to swim the English _______." Link to comment Share on other sites More sharing options...
rasterscan Posted April 16, 2016 Share Posted April 16, 2016 Your rapier wit creased me in half Qie. Well done Link to comment Share on other sites More sharing options...
ObviousAltIsObvious Posted April 16, 2016 Share Posted April 16, 2016 this is all there really is to it. default{ touch_start(integer n) { key o = llGetOwner(); if (llDetectedKey(0) == o) { llDialog(o, "click something.", ["Hello.", "Bye!", "Bug off."], 0); } }} Link to comment Share on other sites More sharing options...
Xray Carter Posted April 21, 2016 Share Posted April 21, 2016 hello and if... when u push "hello"... read notecard text? bigger text... is it possible? Link to comment Share on other sites More sharing options...
ObviousAltIsObvious Posted April 25, 2016 Share Posted April 25, 2016 Xray Carter wrote: hello and if... when u push "hello"... read notecard text? bigger text... is it possible? if the goal is to get white "from an avatar" chat text, then no. Link to comment Share on other sites More sharing options...
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