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  2. Heh... I like the concept ... a gun mole. Every job site needs a security detail to keep people from stealing stuff and spray painting graffiti on the bulldozers. I wonder if LDPW has muscle on staff?
  3. Belinda is a perfect version of me. She is more daring and adventurous, but carries my moral compass, at least to a degree...(haha). I came here as me because I didn't know any different. Here I've learned things about myself I didn't know from RL. My two alts are the perfect sisters I wish I had in RL. I've fallen into RPing tbem, but I love them like real sisters. I get a real sense of release, freedom and relaxation here in SL. I never expected it to be like this.
  4. I've explored Yuge a few times, but in my head I kept calling pronouncing it 'you-gee' - I only just got this😁 Every time I see Shady Corners I want to laugh - just reminds me of a retirement home.... I like the sound of Plafil Waters...not sure why lol.
  5. You’d make a great gun moll, chika! Not to be confused wid a Mole.
  6. Da hood is da crumb what drives da car for da boss. Doncha know nuffin'? Are we fully derailed now? 😎
  7. When you sit on anything, you become a child prim of the linkset. Therefore, you can move yourself the same way that you can move any other child prim. state moving { state_entry() { llSetTimerEvent(2.0); iSelf = llGetNumberOfPrims(); // Be sure to declare iSelf as a global integer variable. } timer() { ++tick; move += 2; llSetLinkPrimitiveParamsFast(iSelf, [PRIM_POS_LOCAL, <move, 0.0, 0.0>]); if (tick > 3) { tick = 0; move = 0; llPlaySound("ed124764-705d-d497-167a-182cd9fa2e6c",1.0); llSleep(5.0); state default; } state listening; } } llGetNumberOfPrims() will always yield the link number of the last link that was created ... you. If you are dealing with several seated avatars, it becomes a wee bit trickier, but the game is the same. Keep track of each one in the order in which they are seated.
  8. Or perhaps it is what they cover... the hood covers the engine while the trunk covers all the stuff you think you need to haul around with you. That is, if you like having passengers. Or you could forego the passengers and just fill up the back seat and the trunk with your stuff. Then you'll have to get a bigger car because you have more stuff. Then you'll get more stuff and need an even bigger car or maybe a cargo van. Then you'll get more stuff! And need a bigger van!
  9. Palmer Lake is right next door to it.
  10. Love is like,having a box of chocolates......That nobody else knows about.
  11. SUNDAY GROOVE @ CLUB SOHO ~SECONDLIFEs FINEST MUSIC CLUB~ Has all you need to get your weekend party going! So why stay at home, come down shake that body with us! We have the hottest DJs, Sexiest Host and the Friendliest VIPS~~ So if you want to have fun,while meeting great people.. THERE IS NO OTHER... PLACE THAN SOHO~ GET YOUR MUSIC FIX... TAXI: https://maps.secondlife.com/secondlife/Ocean Tides/48/80/22
  12. Um... the top end of a car is its roof, the bottom end is its undercarriage. The hood is top front, the trunk is top rear.  That's my story and I'm sticking to it. Perhaps it is called a “trunk” because you put things in it, like...a trunk. And a “hood” because it covers the engine, like a hood covers things.
  13. The boot is so called in the UK because - back when cars were carriages - they featured seats on the outer sides that were called 'boots'. These eventually moved to the back of the carriage and were used mainly for storage of boots that the coachman might need to change into should he have to effect repairs on the carriage. They became known as 'boot lockers' - subsequently shortened to 'boot'. There was a similar item on carriages in the States, but - since this often held more than just boots - it was known simply as a 'trunk'. As to 'bonnet' and 'hood' they both mean the same thing: a head-covering.
  14. Hi! I've made a vocabulary quiz game: - The player sits on a car. - He is asked vocabulary questions through the chat. - With each correct answer, he / she moves forward some meters on the car. - A wrong answer moves the car back to its initial starting position. - He / she plays against other players or NPCs / prims. - The player who goes through the finish line first wins. - Afterwards, the "car" goes back to its initial starting position. The script works (OpenSim/ OSGrid). One problem remains: I'm using llSetLinkPrimitiveParamsFast to change the position of the car. The script moves the child prim. Now, it is not possible to remain sitting on that moving child prim. The prim keeps moving without you sitting on it. It is possible to remain sitting on the moving root prim when the script moves the root prim instead of the child prim. In that case, though, the position of the root prim must be given in a fixed absolute vector at the beginning of the script, which is less flexible than the child-prim version, which uses a position relative to the root prim. I also tried out llSetKeyframdedMotion but using that, I haven't been able to return to the initial starting position at the end of the game. The ideal solution would be a child-prim which is "ride-able". Do you maybe have an idea of how to achieve that? Thank you very much in advance. Here is the script: // Simple Sensor Quizz I v0.1 by djphil (CC-BY-NC-SA 4.0) + Prim Computer v0.1 by djphil (CC-BY-NC-SA 4.0) integer tick; float move; list questions = [ "Was heißt auf Englisch: \n\nessen", "Was heißt auf Englisch: \n\ntrinken", "Was heißt auf Englisch: \n\ngehen \n(2 Buchstaben)", "Was heißt auf Englisch: \n\ngehen \n(4 Buchstaben)", "Was heißt auf Englisch: \n\nrennen", "Was heißt auf Englisch: \n\nfahren", "Was heißt auf Englisch: \n\nfliegen", "Was heißt auf Englisch: \n\nschlafen", "Was heißt auf Englisch: \n\ndenken", "Was heißt auf Englisch: \n\nmögen", "Was heißt auf Englisch: \n\nhaben", "Was heißt auf Englisch: \n\nverlieren", "Was heißt auf Englisch: \n\ngewinnen", "Was heißt auf Englisch: \n\nleben", "Was heißt auf Englisch: \n\nverstehen", "Was heißt auf Englisch: \n\nwissen" ]; list responses = [ "eat", "drink", "go", "walk", "run", "drive", "fly", "sleep", "think", "like", "have", "lose", "win", "live", "understand", "know" ]; integer random; string question() { integer count = llGetListLength(questions); random = (integer)llFrand((float)count); return llList2String(questions, random); } integer response(string response) { string csv = llList2String(responses, random); list buffer = llCSV2List(llToLower(csv)); if (~llListFindList(buffer, [llToLower(response)])) return TRUE; return FALSE; } default { state_entry() { llSetLinkPrimitiveParamsFast(2, [PRIM_POS_LOCAL, <0.5,0.0,0.0>]); } touch_start(integer num) { state listening; } } state listening { state_entry() { llSay(0, "\n\nSchreibe die Antwort in den Chat.\n\n" + question()); llListen(PUBLIC_CHANNEL,"", NULL_KEY, ""); llListen(-799,"", NULL_KEY, ""); //This can be used by a reset button. } listen(integer channel, string name, key id, string message) { if (response(message) == TRUE) { llSay(0, "That's correct, " + name + "!"); state moving; } else { llResetScript(); } } } state moving { state_entry() { llSetTimerEvent(2.0); } timer() { ++tick; move += 2; llSetLinkPrimitiveParamsFast(2, [PRIM_POS_LOCAL, <move, 0.0, 0.0>]); if (tick > 3) { tick = 0; move = 0; llPlaySound("ed124764-705d-d497-167a-182cd9fa2e6c",1.0); llSleep(5.0); state default; } state listening; } }
  15. I too like New Hamsterdam, but here are a few other faves: Updock (ask someone what that is, Bugs!) Buitenwijk (Dutch for Suburb) Emerson Lake (I wonder if there are palms in that region to represent Palmer) Due South (Located in the North of Bellisseria) Bellfry (Needs to be checked for bats) Hartnell (I still need to check that region for a TARDIS, William Hartnell was the first Doctor in Doctor Who) There are more but I can't quite remember them off the top of my head... and without coffee! EDIT: I need to mention Getthe Point and Arrgh as well!
  16. Today
  17. Awe, I just love this ♥♥♥♥♥♥♥
  18. I got a chuckle out of Emerson Lake and Palmer Lake the first time I saw it. YUGE made me laugh a couple of days ago, too. Hunky Dory is my absolute favorite, though. (Story time!) Years and years ago when my mom was dying, the cancer and the huge amounts of morphine had her hallucinating quite a bit. She was in a nursing home and in her mind, that equated to being in a hospital and we all just went along with it. The only times in her life she'd ever been in the hospital was when she had babies (eight of 'em) so she thought that's what was going on. I was sitting on her bed talking to her and we had this conversation: Mom - Where's the baby? Me - Oh... um... he's in the nursery. Mom - Oh, good. Is he okay? Me - Yep! Everything is hunky dory. Mom - Let's call him that. Me - What? Mom - Hunky Dory Macbain. dissolves into laughter One of my favorite final memories with her. ❤️❤️❤️
  19. They all do really. Up hill and down hill. It's faster to go down hill because you don't have to get out and push.
  20. I laughed because I said the same thing. lol
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