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Lance Shadow

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  1. I have two side by side parcels, both for sale. Great time to own Bay City land now that LL has decreased mesh impacts. You get twice the amount of LI in the city than you do on regular mainland. Currently set for a lower price than pretty much anywhere else in the city, with road and canal access, and very nicely shaped parcels. My loss is truly your gain! Check them out here: http://maps.secondlife.com/secondlife/Bay City - Brewster/44/139/25
  2. These are still available! I wrote a blurb about Bay City for a notecard, and figured I would share it here. It really is one of the best places to own land on the Grid! If you're going to own mainland, why not make the most of it and own land that's double prim? Bay City and it's infrastructure was created by Linden Labs as a piece of themed mainland. As such, it will likely exist for as long as Second Life itself exists. It is a piece of SL history preserved in situ to this day. The city was created in 2008 by the Moles, who's creative architecture, public parks and art works can be seen unchanged throughout it. It is a prestigious area, with it's own unique community of mainland recreational enthusiasts and SL historical connoisseurs who can't imagine living anywhere other than here, in Bay City. Attend a community meeting sometime and see for yourself! The people who live here are very friendly and passionate about the city, and things such as sailing, flying, exploration, etc. Mainland Bay City parcels throughout the city can be purchased and sold freely by premium account residents! They have the added benefit of having twice the amount of building capacity as regular mainland parcels. That means that you get double the land impact to use on these exclusive parcels!
  3. I have two parcels for sale. They are side by side in Bay City. Would be a shame to see them split up. These parcels are double prim. Meaning it has twice the amount of LI available as normal mainland parcels. Both parcels are protected by linden land on two sides, one side with direct road access and one with direct access to the canal and a view of the ferry boat that passes by regularly. Both are for sale for L$125,000 each. Brewster is one of the best kept mainland sims in second life in my opinion. GREAT neighbors, no ugly builds, and smack dab in the center of unique, magical, Bay City. Don't take my word for it, come see the magic of Bay City for yourself. Talk to the residents, join the community. http://maps.secondlife.com/secondlife/Bay City - Brewster/34/145/25
  4. I'm gauging interest for my parcel in brewster at around Market price starting at maybe 130k. https://maps.secondlife.com/secondlife/Bay City - Brewster/44/143/27 Parcel has direct roadside access as well as direct canalside. It's a nicely shaped parcel, rectangular and not elongated, and immediate surroundings on the sim are all very nice. Send me a message or notecard in world if interested!
  5. Nevermind, I figured it out. I had to use llRezAtRoot() instead of llRezObject().
  6. Hi, I'm having an issue when it comes to using llGetPos() and llRezObject() with an object that is multiple prims. What I'm doing is having an object rez a copy of itself out when it's sat on, but when I use llGetPos() on an object with multiple prims, it seems to be returning the position of the root prim (which the script is in) instead of the linked object as a whole. This causes the new object as a whole to be rezzed out relative to the root prim's position, causing the object to be a little higher in this case with each new object that's rezzed out. Is there a function that returns the position of the object as a whole or a way to script it to figure out that offset automatically? Or do I have to just manually offset the position? I'd like it to just use the position of the object as a whole so if I ever use a different object I don't have to manually go in and change the offset again.
  7. My friend had one of these that was giving her issues because the author never removed the listen from the script, so I wrote one. Figured I would share it since I borrowed a lot of it from the lsl wiki pages on llSetText and llDialog anyway. Enjoy! vector BLUE = <0,0,0.8>; vector GREEN = <0,225,0>; vector YELLOW = <1,0.863,0>; vector ORANGE = <1,0.522,0.106>; vector RED = <225,0,0>; vector PURPLE = <0.694,0.051,0.788>; vector WHITE = <1,1,1>; vector BLACK = <0,0,0>; vector PINK = <0.941,0.071,0.745>; string hoverText = "Touch To Set Text And Color"; //Default text goes between the parentheses vector hoverColor = WHITE;// set color default from predefined vectors or use any RGB color vector float hoverAlpha = 1.0; // Sets the text's transparency, 1.0 being opaque, while 0.0 would be transparent list dialogButtons = ["-","Reset","Close","Set Text","Set Color","No Hover"]; //Defines dialog menu buttons list colorButtons = ["Yellow", "Orange", "Pink","Red","Green","Purple","White","Black","Blue"]; string dialogMsg = "\nSelect An Option"; string dialogMsg2 = "\nPlease select what color you would like your hover text to be."; string textbox = "\nWrite what you would like your hover text to say."; integer dialogChan; integer txtlisten; integer dialogHandle; open_menu(key inputKey, string inputString, list inputList) { dialogChan = (integer)llFrand(DEBUG_CHANNEL)*-1; dialogHandle = llListen(dialogChan, "", inputKey, ""); llDialog(inputKey, inputString, inputList, dialogChan); llSetTimerEvent(30.0); } close_menu() { llSetTimerEvent(0.0); llListenRemove(dialogHandle); } default { state_entry() { llSetText(hoverText, hoverColor, hoverAlpha); } touch_start(integer num) { key toucher = llDetectedKey(0); if (toucher == llGetOwner()) { open_menu(toucher, dialogMsg, dialogButtons); } else if (toucher != llGetOwner()) { return; } } listen(integer chan, string name, key toucher, string msg) { if (chan == dialogChan && msg == "Set Text") { txtlisten = llListen(-94652,"",toucher,""); llTextBox(toucher,textbox,-94652); llSetTimerEvent(30); } else if (chan == -94652) { hoverText = (string)msg; llSetText(hoverText, hoverColor, hoverAlpha); llListenRemove(txtlisten); llSetTimerEvent(0); } else if (chan == dialogChan && msg == "Set Color") { open_menu(toucher,dialogMsg2,colorButtons); } else if (chan == dialogChan && msg == "Reset") { hoverText = "Touch To Set Text And Color"; hoverColor = WHITE; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "No Hover") { hoverText = ""; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "-") { close_menu(); } else if (chan == dialogChan && msg == "Close") { close_menu(); } else if (chan == dialogChan && msg == "Blue") { hoverColor = BLUE; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "Black") { hoverColor = BLACK; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "Red") { hoverColor = RED; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "Purple") { hoverColor = PURPLE; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "Yellow") { hoverColor = YELLOW; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "White") { hoverColor = WHITE; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "Green") { hoverColor = GREEN; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "Orange") { hoverColor = ORANGE; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } else if (chan == dialogChan && msg == "Pink") { hoverColor = PINK; llSetText(hoverText, hoverColor, hoverAlpha); close_menu(); } } timer() { llListenRemove(txtlisten); close_menu(); llOwnerSay("The dialog menu has timed out."); } }
  8. Yay Now that's the answer I was looking for. That clarifies things immensely. Thank you Madelaine for your persistence.
  9. Well thanks guys, I'll definitely fiddle around with that. One of the things that my buttons do is shift the prim over a given amount of space (dictated by a given amount of space + gap) and in a certain direction (dictated by which button was touched). llSetPos(llGetPos() + <0,0,.5853+gap>); it works as long as the user doesn't rotate the prim. Well, it still "works", but the arrows on the buttons no longer point the direction that the object actually moves. Manipulating vectors is probably the thing I've had the hardest time understanding. I know the reason WHY it does this is because I have each button set to move along a specific axis, I just don't know if there's a way to get it to recognize that the object has been rotated without adding in a long list of if (llGetRot ==) checks >_>
  10. I didn't end up using that button script idea for the problem I was having btw, I just added the message to a list and snagged it with llList2Float in link_message()
  11. 6 buttons, one small script in each. Do you mean one script total should be able to manage all 6 buttons?
  12. but it's cool I figured out how to retrieve gap from listen() and get it into link_message on my own.
  13. integer gap;default{ touch_start(integer total_number) { integer gap = 5; llSay(0, "gap is equal to " + (string)gap); } changed(integer change) { llSay(0, "gap is equal to " + (string)gap); }} This script illustrates what I'm talking about. gap is declared globally. Touch it and it will tell you gap is equal to 5. Drop a prim in it to trigger the changed event and it will then proceed to tell you gap is equal to 0.
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