Jump to content

Ruthven Willenov

Resident
  • Content Count

    423
  • Joined

  • Last visited

Community Reputation

81 Excellent

About Ruthven Willenov

  • Rank
    Advanced Member

Recent Profile Visitors

806 profile views
  1. Ruthven Willenov

    Derezz if avatar rezzes and Give Object If Object Rezzes

    Solution 1: use a non-zero integer in the last param of the rez command. The reason is, when an avatar rezzes an object, the on_rez event only receives a zero as the rezparam In rezzer script: llRezObject("object name",pos,velocity,rotation,a non zero integer); in the object being rezzed: on_rez(integer rezparam) { if(rezparam)//will test true if it's non-zero { //give contents or whatever } else//was rezzed by avatar { llDie(); } } solution 2: use this for the on_rez event in the object being rezzed on_rez(integer rezparam) { list details = llGetObjectDetails(llGetKey(),[OBJECT_REZZER_KEY]); key rezzer = llList2Key(details,0); if(rezzer != llGetOwner())//if rezzer doesn't equal the owner key, then it was rezzed by an object { //give contents or whatever } else { llDie(); } }
  2. Ruthven Willenov

    Derezz if avatar rezzes and Give Object If Object Rezzes

    The easiest solution, that requires planning in the rezzer script, is to use the final parameter in the llRezObject command. Use an integer other than 0. In the object being rezzed, in the on_rez(integer rezparam) event, check that rezparam is not 0 The other solution, if for some reason you can't access the script with the rez command, is in the on_rez event, use llGetObjectDetails(llGetKey(), [OBJECT_REZZER_KEY]); Then extract that key from the list, and compare it to the owner key, if they aren't a match, it was rezzed by an object
  3. Ruthven Willenov

    integer olf

    i looked at the revision history of that page. it looks like Lowell Fitzgerald contributed that example. If you're serious about figuring out what OLF means, maybe see if they're still around to ask? I know sometimes I'll get something in my head that seems insignificant to others, it'll still bother me until i figure it out lol. Like if you see a familiar face and can't figure out where you know them from.
  4. Ruthven Willenov

    integer olf

    one possible one that i found while searching google is "Overload Factor", but in this context maybe it's Open Loop Factor? I also saw one that said Open Loop Feedback, but not sure what the feedback in this context would be
  5. Ruthven Willenov

    Public access in the sky and closed at ground level

    You could parcel off a small section for the public, and set the landing point at the height you want Heaven to be. Then set the remaining land to group only access. The ban lines will only work up to a certain height, (100m?) So that would be enough to make the ground group only, and the sky public
  6. Ruthven Willenov

    Teleport on passing through Scripted Prim?

    An old work around would be to give the players a teleport hud/attachment. The attachment will take teleport permissions of the wearer, being the owner. When they walk through a door (using llVolumeDetect) the door could communicate on a hidden channel to the attachment who walked through, and where to teleport them to. Then the attachment would teleport them to the desired location using the functions mentioned above. No Experience needed for that. The downside is, if the parcel has teleport routing to a specific spot, the method I describe won't work. But if using an experience for it, it overrides the teleport routing
  7. Ruthven Willenov

    Open door script with Mesh

    One thing you could do, is set the prim physics for the door to none while it is open, assuming it is a child prim, and then switch it back to prim or convex when closed
  8. Ruthven Willenov

    Avatar name changes re: scripted objects

    Thank you Innula, I knew I read it somewhere, don't know why I didn't think to check the wiki
  9. Ruthven Willenov

    Avatar name changes re: scripted objects

    from what i understood, llRequestUserKey will return the users key with any user name they've used for that account. so llRequestUserKey("Fred Jones"); will continue to return the same key as llRequestUserKey("Sam Smith"); no matter which one they are using, as long as the user names were linked to the same UUID at some point
  10. Ruthven Willenov

    Looking for a physical conveyor script

    I have seen one, at someone's gadget showroom, I thought it was your's?? Maybe I'm mistaken, lol. Been a couple years though since i was at whatever place that was. Seems like it would be kinda prim heavy to have individual moving steps, but i suppose in a place you would want/need an escalator, it wouldn't be that much of an impact on the limit
  11. Ruthven Willenov

    Key to name for key of group?

    Right, I know, just throwing out ideas, and that's why i wouldn't only check for the strings to match, but also the actual group
  12. Ruthven Willenov

    Key to name for key of group?

    Sure, then with that, assuming it's being checked with something under the same group, i would first check with llSameGroup, and then, if it is the same group, check for the tag with llGetObjectDetails, otherwise, just checking for the tag string to match, it could be cheated by creating the same tag with another group
  13. Ruthven Willenov

    Key to name for key of group?

    That is not the same thing. The group tag is not necessarily the same as the group name. For example, the 7 Seas Social Chat - that is the name of the group. Group tags are "7Seas Fishaholic", "7Seas Hall of Famer", "7 Seas Fishwrangler", "7Seas Fishmonger"
  14. Ruthven Willenov

    Camera moves when door touched

    It also sounds like it's probably set to convex hull, which will make the physics solid to the bounding box, instead of prim which will use the physics uploaded with the mesh
  15. Ruthven Willenov

    Camera moves when door touched

    Is it when your avatar is standing right by the door? Is it hinged on the edge of the door using a hidden triangle(s) that are offset to offset the pivot? It may be the triangle bumping you. Perhaps move the triangle(s) down so they will be below the floor or up so they'll be at the top of the door. I made that mistake with my first mesh door.
×