Jump to content

Nexii Malthus

  • Content Count

  • Joined

  • Last visited

Community Reputation

6 Neutral

About Nexii Malthus

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. With llSetKeyFramedMotion you can still take advantage of client-side motion, as with normal physics objects the client uses interpolation. The sim will try to avoid sending updates unless velocity has changed. A phantom KFM with little to no velocity changes would be very optimal.
  2. You made the assumption that re-arranging the attachments would be a pain. However you could automate re-attaching the attacks to stagger an attack to the next slot ready for use. See RLVa for methods on automating attaching and detaching inventory items.
  3. Wow, didn't know the avatar could be moved so far away. Could make some really great aircraft with that! https://gyazo.com/365ec98c7c35a3b0cfb0e95ad93caf07 ^ and yes, that's a off-sim terrain sculpt I made for example in there. It's a few megaprims sized 1024x1024x256 with a sculpt applied. I call them voidscapes, as in putting a landscape in the void. I'd made some pretty awesome voidscapes in the past, such as one which was a giant underground cavern! Was working on a whole city even, but alas lost the work in progress of that. Might be fun to go back to making voi
  4. This is great, thanks for sharing @Aeragino Shelman! Will make it easier to hire creators
  5. That's awesome Tomos! Great to see. Maybe hide the prims first for a moment (llSetLinkAlpha) so you can flicker them visible? Otherwise you see the prims moving due to client-side interpolation
  6. Yeah, I know about the phantom child hack being broken, but the volume detect trick still works for creating the vehicles I mention.
  7. Armor damage with vehicles in linden damage sims involves the use of two vehicles technically. - One is a seat vehicle that provides invulnerability to the user and follows the second. (Seated avatar and seat vehicle both are phantom through volume detection -- this was a bug at first to be fixed but linden damage users collaborated to convince LL to keep it as an unintentional feature so that we could create vehicular combat that works in symbiosis with linden damage, by establishing policies and a good will) - The second is the real vehicle and actually absorbs the physical projectiles
  8. The best way I found for achieving click-and-drag in HUDs was to define a 'draggable' area using a prim (e.g. like the top bar of a window) and then when the user starts dragging to resize that prim to fill the screen, so I can figure out where the user is dragging constantly until they let go. This is demonstrated here: When the screen goes darker is where you can see the prim filling the screen. As mentioned before, you can use LlDetectedTouchST I'll give you an example.
  9. joniveehernandez wrote: Because those data must be display on a board. but I was thinking the only way we can display those data with style "Typography" thing is to display them as media viewing the php web page itself. joniveehernandez wrote: Sorry Ron I supposed to be specific on that part, So it's only possible to do it with llSetPrimMediaParams what I see on the land boards from other people. You can actually do some typography using some nifty scripting without using any media params (especially as media is very expensive on the client and will affect your FPS). The idea being
  10. The touchee is likely in the same sim to be able to click on the prim. llInstantMessage has a forced delay of 2 seconds ( http://wiki.secondlife.com/wiki/LlInstantMessage ) llRegionSayTo performs similar function (for messages sent to a user in the same sim) but has no delay. ( http://wiki.secondlife.com/wiki/LlRegionSayTo ) Replace the function calls with llRegionSayTo(Who, PUBLIC_CHANNEL, "Text"); "Text" being your original message.
  11. (Übersetzung von deutsch zu english für andere englische scripter dein problem zu verstehen) Lemme translate: I am not sure if I am dumb or wether SL especially hates me. Every time I put a script into a boat / submarine, it just starts flying upwards, without me being able to change anything about it. It isn't anything like a physical collision, but just does so. Could anyone tell me what it could be, i.e., what I do wrong? -- Ist da schon ein vehicle script in den objekt oder ist es leer? (Is there a vehicle script in the object already or is it empty?) Was feur ein script willst du
  12. Use the pathfinding tools in the viewer to check if the sim has a good navmesh mapped out. Otherwise an estate owner can come in and bake a quick (albeit unoptimised) navmesh, by setting everything as walkable. Or if your an estate owner yourself try to change the pathfinding linksets and slowly build up an optimised navmesh based only on where characters are absolutely necessary to go to.
  13. You could create a HUD that covers your screen to capture a click and then translate that into a raycast starting from your camera position/rotation. The raycast would then be able to give you enough information that you seek. Kind of how this HUD was done: You can project screen coordinates into region coordinates. For more hints on the maths behind this I can give a script, that would tell you how to do this kind of projection, if you contact me in-world. If your careful with precisely when and where you cover the hud, you can make it unobtrusive enough so that you can alt
  14. I published a few functions to make it easier refer to prims by their names. https://wiki.secondlife.com/wiki/LinksetIndexing You still have to deal with linkset numbers in the end, but it should make the script more robust to linkset changes and make it more easier to know which prims your dealing with. You'll also want to cache the linkset numbers. // Takes in a prim name and searches linkset for it and returns its' linkset number, otherwise 0integer Linked(string Needle) { integer Prims = llGetNumberOfPrims()+1; while(--Prims) if(llGetLinkName(Prims) == Needle) return Prims;
  • Create New...