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Kayaker Magic

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About Kayaker Magic

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  1. There is an old bug that treats NaN as a legitimate number for moving prims. This was used to impliment the old PosJump function before llSetRegionPos() was available. It looks like your prim is trying to move to NaN an being prevented from doing so by the 10 meter maximum distance that llSetPos is allowed to go. Several comments on your script: (Intended to be constructive!!!) There are better ways to move a non-physical prim, I recommend llSetKeyframedMotion(); Moving prims in a for loop is very bad form, you should find an event-driven way to do this, such as moving in a timer event. llSe
  2. In OpenSimulator there is a problem that people call "particle starvation" and I thought that this problem did not exist in SL. The probem is caused by the PSYS_SRC_BURST_RATE parameter of llParticleSystem. The Wiki says that if you set PSYS_SRC_BURST_RATE to 0.0, it will generate particles as fast as possible. But in OpenSimulator if you do this, it will starve particles from all the other particle emmiters in the same SIM. The recomendation, in OpenSimulator, is to never set this paremeter 0, instead use 0.001 for example. A number that small produces lots of particles, usually indistinguis
  3. I've been doing things like "pathfinding" with things like fish for YEARS, since long before LL added code to do pathfinding in the server. The scrit below impliments the bare bones of swimming motion in a single prim. It moves around in the water, curves smoothly away from different boundaries. You can add a back and forth motion, add llSensor to avoid or attack avatars, put in more tests, change the distance that it looks for certain borders, change the acceleration for different obsticals, etc. Even changing the order of the tests results in different behavior. // Swimmer //
  4. Ah, you should have stressed one thing! The objects that I want to transfer, have to be marked as "next owner can transfer", or they will not transfer with the parcel. The land sold sooner than I expected, and for a while I thought I had given away the store, in the form of my vending machines. But none of them were marked TRANS so they all still belone to me. WHEW! Problem is, many prims I planed on transfering. Now I have to mark those as for sale in place and let the new owner buy them...
  5. In preparation for putting my SIM up for sale, I combined all the parcels into one, marked it for sale, including the prims, and set the price to a HUGE VALUE. I chose the value to prevent someone from purchasing the parcel, since it was the SIM I wanted to sell. In fact, I set the parcel price to the ammount I hoped to get for selling the whole SIM. Then within a day, someone purchased the parcel for that HUGE sum! Well, that's great and if she wants the SIM as well, I'll sell that to her for L$1 more since I already got the price I wanted. I wish I had a fiew minutes of warning to remove a
  6. I have a region with sim extenders that are cusom made to look like they are continuations of the terrain out into the Void Sea. I want to include these as part of the sale (yes, I have transfer permission on them). How do I include these as part of the region transfer? I see the button in setting a parcel for sale that has the option to include prims when someone buys a parcel. If I set that before the region transfer, do the prims get tansfered to the new owner with the land? Or should I set that option and then have them buy the whole parcel with the prims before starting the transfer? (If
  7. There are products for sale in the marketplace that will tell you when your friends (or enemies) log in and out of SL. I assume you can point them at yourself. I wrote one once and had it keep statistics like how many hours spent in-world per month. My GF felt that "that thing" was a violation of her privacy, so I named the prim STALKER. I never put this up for sale because I found out there were several of them already in the marketplace under names like "Friend Finder".
  8. It is unclear to me what your Light Saber does in RL or in SL. It is difficult to imagine that it does the same thing as a movie light saber in RL, since several of the effects of Light Sabers are physically impossible in RL. Snel's Law tells what light does when crossing the boundary of a lens, it cannot make a glowing buzzing blade that extends only a meter out of the lens and cuts through solid metal. By reading between the lines of your post and looking at the pictures, it looks like your SL light saber is an optics simulation program that casts rays through simulated lenses and verifie
  9. I have used ixwebhosting for years, perhaps over a decade. And I have used their server, PHP, MySQL, etc. for many different SL and OpenSim based projects. They have worked well, been reliable, and the price is incredibly low. I don't see the plan I am on, but their current pricing is under $8 per month (paid in an annual lump sum in advance).
  10. On OpenSim, physics is an iffy proposistion. If this is a SIM that you are maintaining, you can use the new Bulletsim physics engine which is under active development and getting better. The old ODE physics engine is full of bugs and regularly crashes SIMs and nobody is working on fixing it. And even if the physics routines worked, llMoveToTarget doesn't move objects at a linear velocity, it moves them at a "critically damped" velocity, slowing down as it reaches the target. The only way to move a physical object at a constant velocity is to use the vehicle functions which are very complicated
  11. I know of two ways to sit multiple avatars on a single prim. I am surprised that AVsitter does not do this for you in the script. Perhaps you should contact them and find out how to enable this feature. Here is a link to an article with a script that I wrote, that script will sit an infinite number of avatars on a single prim! How many avatars can sit on the head of a prim?
  12. I don't think this is what you asked for, and it is certainly not libs. But the Phoenix family of viewers have had a pre-processor for LSL for years now that have an #include command and other things you expect from a pre-processor. I have been using this for some time, and have "libraries" of modular functions that I can just #include in a new script. The included files come off my hard drive, so I can't give someone a script written this way. (Well, you can, but they can only use the post-processed half of the script, with the comments stripped off and the included files added to the body o
  13. By "grow" I thought the original poster meant "slowly increase in size like a plant growing", not blow up instantly. I think s/he is looking for something like: float size=1.0; //start out 1mdefault{ state_entry() { llSetTimerEvent(0.5); } on_rez(integer param) { size=1.0; //go back to 1m on rez llSetTimerEvent(0.5); } timer() { llSetScale(<size,size,size>); size += 0.1; if (size>5.0) //bigger than 5m? llSetTimerEvent(0); //stop the clock }}
  14. That “do { llSleep(30); } while” loop in your first posting made my hair stand on end! I'm glad Innula told you better, but I would like to emphasize this. Any time you are using an indefinite loop, you are violating the principles of event-driven-programming. Loops are for looking at lists, doing other things that won't take much time. You should strive to return AS SOON AS POSSIBLE from any event. I don't know how Linden Labs does it, but in Open Simulator it turns out that llSleep blocks the thread that is running your script. The simulator has a limited number of threads, so if enough scr
  15. For a long time I have had this problem where some of my texture maps turn white on my viewer. They are not white to anyone else, just me until I clear the cache. It seems to happen most often when I am going back and forth between different grids. I thought it was caused by different texture maps in different grids having the same UUID, but I'm told that is astronomically unlikely. Well, I found a way to force the problem to happen now! I have a script that loads a series of sculpt maps to animate the head of a critter. I load them by UUID so that multiple copies of the build use the same tex
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