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Hover Text on avatars?


primerib1
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How does a scripted item -- say a collar -- create a hover text above the avatar's head?

I mean, I've searched and all available functions seem to be able to set a hover text only above the scripted item (more specifically, above a prim in a linkset containing the script); there doesn't seem to be a way for a scripted item to set the hover text above the avatar itself?

Teach me your ways, O Great Creators / Scripters of Second Life ...

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The only way to show text over an avatar is when they have their group tag active. Anything else is a worn attachment using llSetText.

HUDs do not (or at least should not) render at all for anyone other than the owner. This actually resulted in a very interesting mis-feature where a mesh that was rigged to the body, but worn on a HUD attachment point would show the mesh for the owner, but to no one else. I believe that "bug" was eventually squashed.

This wiki page lists some of the behavior differences between HUD and non-HUD attachments.

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1 hour ago, Fenix Eldritch said:

I believe that "bug" was eventually squashed.

Yup. You'll get a pop-up telling you about it if you try to attach rigged mesh to your HUD, which goes on to explain that it will not be rendered even for yourself. (I wish they kept this feature, at least as an option.)

Edited by Wulfie Reanimator
I think I had 5 commas in that sentence.
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On 1/29/2023 at 8:33 AM, Fenix Eldritch said:

 I believe that "bug" was eventually squashed.

it was less a bug and more an RLV feature that got a little too ambitious :P   The "ambitious" part is that it activates even if one has RLV turned off.  (or at least did, I've not tested in a while). if you place a wearable (mesh/prim) in a folder that also the name of an attachment point, a RLV enabled viewer will attach it to that point by default if not explicitly told otherwise.  So if one was trying organize an outfit folder, and named oen of  the folders "top" to put a shirt into, when you wore the shirt it'd attach to the HUD "top" position. That one caught a few years back and it took me days to figure out what was happening.   The feature remains, but the unexpected result for rigged mesh has been addressed. :)

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