Jump to content
You are about to reply to a thread that has been inactive for 4871 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

Posted

I am creating a small HUD that contains thumbnail buttons. The user when clicks on one button, a object is supposed to be rezzed and attached immediately to the avatar (if that is possible) in other word rez on attachement itself and then when one clicks on a prim (x close button) it suppose to kill the object. The problem is llDie() does not work on attachement and I don't know how I should rez and attach immediately on the avatar not in the environement even with llAttachToAvatar it does not work. There is a workaround discussed in the wiki that talks about objects getting when using llDetachFromAvatar() into inventory of the avatar I don't want that especially that the thumbnail button will be clicked often. Also each time permission should be asked for each object attached . Any help and suggestions?

Posted

if I understand what you are trying to do, it's not going to be possible...

first part, touch button, rezzes and object... no problem there... but that object MUST either rezz inworld before attaching, or be sent to avatars inventory and manually attached from there. if rezzed inworld there is no way around having the object ask for permission before attaching.

second part, any attaching object will occupy it's own attachment spot, it cannot be linked to the attachment that rezzed it, not any other attachment... it's impossible to link or delink prims in a single object while attached.

unfortunately there really is no way around inventory clutter when rezzing multiple items to be attached either.

 

the only real alternative to such a set up is to have the attachment already have any pieces it needs built in, and hide the ones you don't need at the moment.

Posted

Thank you so much Void for you answer. Thank you for your contribution, this my second question that you answered . Thank you again. I hope I am not asking too much but it is irritating how much lsl is limited and primitive in the same time. I was using linked messages to hide and show  components but they were scattered on the HUD but now the problem my client wants them on one compartment and the thumbnails to be clicked to show the component like how one click on the dock in a Mac to open a program and then close it or like the start menu on Windows.

Each Component has a different functionality, this is why it is difficult to show and hide them on compartment 

one that show video using MOAP (as you answered before for the problem I faced)

Another shows audio (using moap)

One shows a map( that changes depending on the location of the avatar), I used some trick in Map API and Textures functions

a compartment showing pictures and finnaly one shows text

 

 

Posted

you can also hide components by shrinking and/or moving them.

I assume that the item is a hud, so if you move the component prim behind the main prim, and either shrink it or make it invisible, it will still be hidden. that should keep it from interfering with anything else.

Posted

Couldn't you also move the components off the screen?  This way you don't have to fool with resizing and such, you just move everything in one direction off the screen and then right back when needed.

You are about to reply to a thread that has been inactive for 4871 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...