Sunbleached Posted June 11, 2019 Share Posted June 11, 2019 (edited) Hello! using gestures, I can assign the same sound several times. they will overlap each other and the result will be a VERY loud gesture sound! Is it possible to repeat this in one script, using llPlaysound several times, timers, for example, somekind of tricky way? or something else? btw: Is it possible to activate such a worn gesture with the help of a script? Edited June 11, 2019 by Sunbleached Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted June 11, 2019 Share Posted June 11, 2019 (edited) Sure you can. default { touch_start(integer total_number) { llTriggerSound("You're pretty good!", 1); llTriggerSound("You're pretty good!", 1); llTriggerSound("You're pretty good!", 1); llTriggerSound("You're pretty good!", 1); llTriggerSound("You're pretty good!", 1); llTriggerSound("You're pretty good!", 1); llTriggerSound("You're pretty good!", 1); } } But there's inevitably going to be a small delay between those sounds, causing an "echo" of sorts. The more they overlap, the louder the sound amplifies. Alternatively, you could try your luck with llLoopSoundMaster and llPlaySoundSlave, but they're a little finicky and don't always sync right at all. But when they do, it's perfect. And no, you can't trigger gestures from scripts. The only way to make an avatar say something in chat is with llDialog, but even that won't trigger gestures. Edited June 11, 2019 by Wulfie Reanimator 1 1 Link to comment Share on other sites More sharing options...
Ruthven Ravenhurst Posted June 11, 2019 Share Posted June 11, 2019 (edited) 3 hours ago, Wulfie Reanimator said: The only way to make an avatar say something in chat is with llDialog, but even that won't trigger gestures Well you can, sorta. As long as the llDialog is set to channel 0, and the button contains text that will trigger a gesture EDIT: Nevermind, it worked for me before, maybe the viewer code changed to ignore llDialog in relation to gestures Edited June 11, 2019 by Ruthven Willenov 1 1 Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted June 11, 2019 Share Posted June 11, 2019 23 minutes ago, Ruthven Willenov said: Well you can, sorta. As long as the llDialog is set to channel 0, and the button contains text that will trigger a gesture Again, it won't work. I specifically tested that to double-check before making a comment on it. 2 Link to comment Share on other sites More sharing options...
Ruthven Ravenhurst Posted June 11, 2019 Share Posted June 11, 2019 4 minutes ago, Wulfie Reanimator said: Again, it won't work. I specifically tested that to double-check before making a comment on it. I see that now, odd, i was able to do it before. Maybe they "fixed" the viewer code to not let dialogs trigger gestures. I had a bingo hud with a "Bingo" button that would pop up a dialog with /bingo to trigger a gesture i had to say "BINGO!" and play a sound. tried it again after not using it for a while, and you are right, it didn't trigger it now, and i checked to make sure the gesture is still active 1 Link to comment Share on other sites More sharing options...
Qie Niangao Posted June 12, 2019 Share Posted June 12, 2019 3 hours ago, Ruthven Willenov said: Maybe they "fixed" the viewer code to not let dialogs trigger gestures. Huh. I wonder why that would get attention. I'm not seeing how it would be used for griefing or anything. The change must have needed some conscious effort; somehow it got slotted for development. 1 Link to comment Share on other sites More sharing options...
Ardy Lay Posted June 12, 2019 Share Posted June 12, 2019 (edited) Golly. This was years ago: https://bitbucket.org/lindenlab/viewer-release/commits/f9049d3acd3497ee837bcb53280acd6ebf36e102 Is it still in there? I haven't built a viewer for a long time. Edited June 12, 2019 by Ardy Lay 1 Link to comment Share on other sites More sharing options...
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