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revochen Mayne

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  1. Greetings! There will be a halloween special live stream this weekend where i will show how to make some fancy halloween animations and effects using blender. The event will be this weekend saturday and sunday starting at 2pm SLT. It will be hosted in-world and on my youtube channel as start of a series of more episodes about content creation for SL using Blender, GIMP and LSL. In-world TP: http://maps.secondlife.com/secondlife/Peccatrice/103/151/3301 Youtube Channel: https://www.youtube.com/channel/UCGZPzU4FdqUxySRUbl9AqqA Have a great halloween!
  2. TAVOR, the home of SL's finest vehicles with the release of our signature TAVOR RZ 2018 is now hiring CSRs to join our amazing team and benefit from the experience of a lifetime in SL Auto Sales! We are looking for a customer-oriented service representative. _________________________________________ Customer Service Representative [CSR] - __________________________________________ What does a Customer Service Representative do? A customer service representative, or CSR, will act as a liaison, provide product/services information and resolve any emerging problems that our customer accounts might face with accuracy and efficiency. The best CSRs are genuinely excited to help customers. They’re patient, empathetic, and passionately communicative. They love to talk. Customer service representatives can put themselves in their customers’ shoes and advocate for them when necessary. Customer feedback is priceless, and these CSRs can gather that for you. Problem-solving also comes naturally to customer care specialists. They are confident at troubleshooting and investigate if they don’t have enough information to resolve customer complaints. The target is to ensure excellent service standards, respond efficiently to customer inquiries and maintain high customer satisfaction. We are ONLY looking for 2-3 Customer Service Agents. ____________ CSR Duties: ___________ As a customer service representative, you will be expected to (while on duty): - Greet clients and answer all their inquiries. - Must be able to commit a minimum of 10 hours a week. - To expand business contact via personal networking or attending sponsored. - Must be social and have good interpersonal skills to do outreach to get people to come in and bring more business to the company. - Responsible for social media promotions and responses. - Calendar maintenance for appointments and events. - Manage your time appropriately while on the clock so you will be more productive. - Managing customer service inquiries - Generating sales leads that develop into new customers - Identifying and assessing customers’ needs to achieve satisfaction ____________________ CSR Requirements: ____________________ - Must be at least 2 months old. - Excellent English. - Basic knowledge about SecondLife. - Excellent English (Speaking other languages as well, is a bonus. We need to reiterate this). - Knowledgeable about Google Docs. ____________ CSR Pay _____________ - Commissions on sales are NEVER limited. - You can EARN UNLIMITED LINDENS by selling unlimited products! - Base pay: All CSR trainees begin with 10% Commission. - You become a full fledged CSR when you've sold 5 products - Full CSR pay goes to 30% Commission on sales. - There are bonuses for the employee who brings in sales of 10 products or more per week. - There are highly attractive incentive programs. - ALL schedules are flexible to meet demands of your busy life. __________________ CSR Application _________________ If interested or have any questions before applying.. Contact revochen Mayne or Dianna Aura. Please IM or Notecard if Offline. Tavor Website: http://tavor-tec.com/ Tavor FB Page: https://www.facebook.com/TAVORTEC/ Marketplace:https://marketplace.secondlife.com/stores/164761?id=164761 InWorld:http://maps.secondlife.com/secondlife/Iwish/224/156/43 © TAVOR Limited SL. 2019.
  3. TAVOR is a vehicle and games manufacturing company in SL. We're having plans to expand and looking for people interested in joining our staff team on various positions. Open Positions: - Content Creators (Mesh/Texture/Scripts) - Product/Sales Manager Please contact Revochen Mayne or Dianna Aura in-world if you're interested and having at least 1 year experience in SL content creation.
  4. Try shortcut toggle for hover info text => Ctrl + Shift + T
  5. Half homestead region available for rent at Ninja Island. 32795sqm, 2500 prims for 3500L$ each week. http://maps.secondlife.com/secondlife/Ninja%20Island/150/93/32 Please contact me for further informations!
  6. Half Homestead region available for rent, either commercial or residential usage. 3500L$/week, 2500 prims. http://maps.secondlife.com/secondlife/Ninja%20Island/124/33/31 Please contact me for further details. Happy New Year!
  7. My favorite destination recently became the offroad challenge track near the Tavor main store. It's a decent offroad track challanging any offroad fan! Come and have a ride or join your offroad team for the first Tavor Offroad Challenge 2016 at November, 26th. http://maps.secondlife.com/secondlife/Azure%20Skies/98/149/23 For more information visit our website at http://tavor-tec.com 
  8. Hi Steph! The start_param of the on_rez event is the value passed by the llRezObject or llRezAtRoot function. Its not reliable to check if the object already exist in-world either by function or manual rez. If an object gets rezzed manually, start_param will return 0, no matter if its the first or second object in-world.
  9. Hello Sadie! The SL scripting wiki sais about the llSetPayPrice function for one of its caveats: "This function only works when called from the root prim of an object. Its effect applies to all the prims in the object. Calling it from a child prim has no effect." http://wiki.secondlife.com/wiki/LlSetPayPrice You might need to think about a different design for your DJ board to make it work proper. Not sure if it's the reason for the script error though.
  10. Another thing you might want to change are some of the "if" statements. When the script has to check the same variable on different conditions, it's better to use "else if" on any but the first one. Otherwise the script will check any following statement on a previous passed one. You can also combine conditions by using the && (logical AND) operator and make your code more readable. Anyway it can be confusing if there are various condition checks for different variables or parameters like in your script and it also needs a return case after the very first "if". Espacially as the HP value may hold data by a previous update call and would process then although it's not supposed to. It won't result in a bug but consumes unnecessary script resources. Also your attach event doesn't makes sense. The script sets the HP variable to 100 but resets the script 2 lines later. When the script resets, the HP variable will initialize with 100 . The HP variable seems to get its value only by the update call anyway. That line and the global HP variable can get deleted without worry just like "defaultcolor" if you want to use textures instead of the float text. key owner;default{ state_entry() { owner = llGetOwner(); llListen(-156535255,"","",""); llSetTexture("HP00",ALL_SIDES); } attach(key id) { if(id) // only continues on attach. no need to reset on detach { llResetScript(); } } listen(integer chan, string name, key id, string msg) { list temp = llCSV2List(msg); integer HP; // kinda security check if owner matchs and item needs to update if((llList2Key(temp,0) == owner) && (llList2String(temp,1) == "UPDATE")) { HP = (integer)llList2Integer(temp,2); } // if previous statement failed because its conditions didn't match, script better returns here else return; // first statement seems passed. script can continue with validatin HP if(HP == 0) { llSetTexture("HP00",ALL_SIDES); } else if(HP >= 1 && HP <= 10) { llSetTexture("HP01",ALL_SIDES); } else if(HP >= 11 && HP <= 20) { llSetTexture("HP02",ALL_SIDES); } else if(HP >= 21 && HP <= 30) { llSetTexture("HP03",ALL_SIDES); } else if(HP >= 31 && HP <= 40) { llSetTexture("HP04",ALL_SIDES); } else if(HP >= 41 && HP <= 50) { llSetTexture("HP05",ALL_SIDES); } else if(HP >= 51 && HP <= 60) { llSetTexture("HP06",ALL_SIDES); } else if(HP >= 61 && HP <= 70) { llSetTexture("HP07",ALL_SIDES); } else if(HP >= 71 && HP <= 80) { llSetTexture("HP08",ALL_SIDES); } else if(HP >= 81 && HP <= 90) { llSetTexture("HP09",ALL_SIDES); } else if(HP >= 91 && HP <= 100) { llSetTexture("HP10",ALL_SIDES); } // if none of the previous statements passed, something seems to went wrong. // especially on development it's nice to know about such cases else { llOwnerSay("Something went wrong! HP above 100 or below 0 somehow"); } }}
  11. I didn't used pathfinding in SL much yet but it doesn't really souds like a limitation. It's also a rather simple to use feature without much available settings afak but i rather believe that something might be set up wrong on the characters radius, speed, turn speed or some kind of bug when baking the mesh.
  12. There are a few restrictions on HUDs in SL: 1) Particles doesn't work on HUDs. Thats can be hard, because particles can be used to make pretty effects like smoke, dust, fire and similar stuff. 2) Transparent textures might disappear if you have multiple of them overlapping on the HUD. 3) The HUD is linked as a single object. Makes it difficult to move, rotate or scale game objects made by multiple prims. There was a prim limit on HUDs (256 prims) but i'm not sure if it still applies.
  13. Hi Elic! You can change the CAMERA_FOCUS vector to keep your ship in camera focus. If you need a smooth translation, you need to use a for loop or timer to update CAMERA_POSITION until it reached your desired position. There is a free and pretty good example of various camera settings at the LSL wiki. The spin_cam function might be the one of interest for you: http://wiki.secondlife.com/wiki/FollowCam
  14. Like any of the existing llGet* functions, llGetColor and llGetTexture only returns the color and texture of the prim which is containing the script. Unfortunately there is no function to get prim parameters of an external object.
  15. Hello Korbie! It looks like how your timer event is set up is the reason why it's not working. The llSetTimerEvent function is using an interval of 0.4 seconds but it's way to short to complete the sound. As soon a sound gets played, it then will stop right after the next 0.4s interval. To make it work, the script has to set a longer interval when playing the sound and reset it when finished. And indeed, using the Insert Code feature at the editor helps us a lot reading script code.
  16. And another workaround for this bug: Put a solid prim with a blank texture on it between the conflicting transparent textures. Just show this solid prim for a very short moment after applying the button textures and hide it again then.
  17. Your script needs to set up a sit target position and rotation first within the state_entry event by using the llSitTarget function. Then it's possible to use the changed event and let it see if the link set got changed. It does when someone is sitting or standing up as an avatar will count as a prim when sitting on. If the link set changed, your script can then check if someone is sitting on the objects sit target by calling llAvatarOnSitTarget. It returns the key of the avatar when sitting on the object, otherwise it return NULL_KEY. default{ state_entry() { // set position and rotation for an avatar to sit on an prim llSitTarget(<0,0.1,0>,ZERO_ROTATION); } changed(integer change) { // check if link set got changed if(change & CHANGED_LINK) { // check if an avatar sits on the prim if(llAvatarOnSitTarget() != NULL_KEY) { llOwnerSay("avatar sits on object"); } // nothing is sitting on the object else { llOwnerSay("avatar stands up"); } } }}
  18. I had this annoying bug appearing several times when working on HUDs. There are a few solutions for this problem. The easiest is to get rid of the transparent texture, especially if its the background and doesn't really need any transparency on it. Use jpg files for any texture without transparency. Another way is to right click on the HUD to make the prim visible. Not a good solution if its for a product and involving customers. Now the solution which might helps you: Try to either rotate or scale the prim when applying the texture on it. Maybe it needs to be done in a separate function call to make it work though. Also try to make the prim buttons flat and with a good distance to the prim below it, so they don't stuck in each other.
  19. I use it very often, especially on menus like for a color menu. It helps to avoid a whole bunch of IF/ELSE IF statements and works on any situation, where the option has to execute the same specific function but different parameters.
  20. I'm often using strided lists and search for elements by using llListFindList list themes = [1, "<1.00,1.00,1.00>","<1.00,1.00,1.00>","<1.00,1.00,1.00>", 2, "<1.00,0.00,1.00>","<0.00,0.00,0.00>","<1.00,1.00,0.00>", 3, "<1.00,1.00,0.00>","<1.00,1.00,1.00>","<1.00,0.00,1.00>"];integer touch_count = 0;ChangeTheme(integer theme_index){ // WOULD MAKE THE COLORS HERE FROM LIST list theme_color = llList2List(themes, theme_index+1, theme_index+3);}default{ touch_end(integer total_number) { touch_count++; ChangeTheme(touch_count%3); }} Thats a very easy way to have some kind of associated lists like for a color menu: list color_names = ["red", "green", "blue"];list color_values = [<1,0,0>, <0,1,0>, <0,0,1>];GetValueByName(string cname){ integer index = llListFindList(color_names, [cname]); if(index > -1) { // get the associated color vector color = llList2Vector(color_values, index); }}default{ touch_end(integer num) { // get a color name, usually by menu input string color_name = llList2String(color_names, (integer)llFrand(llGetListLength(color_names)-1); GetValueByName( color_name); }}
  21. Hi Qie and thank you for pointing out the user experience functions which makes some of the issues obsolete. I missed that somehow. It will definitely help with storing data for single player games or those, which doesn't need to affect other external functions. The VR and UI for is also an very interesting subject and reminds on it's being hard to show dynamic text on a HUD. It's possible to use float text, but there is no way to measure the size of the text and when rescaling the window size, it might breaks the design, as the float doesn't scales proper with any HUD texture. I was using XY text functions some time ago but it was quite prim consuming for large text. I believe it's also a huge overhead because of the string parsing and setting the appropiate texture offset for each single character on the tortured prims faces. I know there is an advanced version of it called XyzzyText but i didn't had a change to test it yet and it would be great to have a more comfortable solution for displaying text on the UI area. I had the change to test a few VR devices like the latest Oculus Rift but i wasn't much satisfied with. I had problems to focus and definitley won't use it for private. Although i agree that there are some justified reasons using it on certain applications because of its immersion, especially in combination with 3D sound effects. There are some interesting concepts to replace the mouse by using hand helded controllers and speech to text might helps with replacing the keyboard too. But it still seems to be a long way until it's mass suitable on all different platforms and applications.
  22. This is what i'm thinking about using SL as a gaming platform. Objects It's very hard to create animated objects as there is no way to link a prim set in a hierarchy. But if developers are in need of animated objects, they either have to use an external tool like Puppeteer, use invisible prims on meshes/sculpts and show/hide them or create their own animation system, which brings a lot of overhead. Those animations then tend to be sloppy, especially when they are executed on a high frame rate. Some kind of animation system with a common object hierarchy, layers, keyframes and a smooth transition/tweening between them for motion, rotation or scaling would be great to have. (I'm dreaming, don't I?) Some game objects are quite easy to develop within SL, especially those which are just an extension for RP'ing. User Input There is a very small amount of possible user keyboard or mouse input detection through the control event. 8 keys and the left mouse button input are available. Most other programming languages also having some kind of mouse enter, mouse stay or mouse exit events, the mouse position and of course almost any available key on a users keyboard. User Interface I figured it can be a mess to create a nice user interface on a HUD. The existing transparency bug makes it hard to have multiple overlaying transparent textures. There is also no way to detect the window size to reassamble the UI elements. I had some cases where buttons or other elements just went out of view because of that. [Edit]: Also showing dynamic text on a users UI can be a mess. Using float text might breaks the design, if the window gets rescaled as the float text doesn't scales proper relative to the UI elements represented by textures or prims and there is no existing way of measuring the float text size. Using XY or Xyzzy technique is prim consuming and parsing the text string for each single character is quite some overhead. Data Storage There is no reliable way to persistantly storage data without having an external interface like a webserver. Of course, you can also use scripts as some kind of data base, but you can't tell how much data it has to store or if it doesn't get lost somehow. [Edit]: The Experience Tools helps to make some of the issues obsolote. Doesn't helps if it's an application which requires manipulation of data across multiple users. Content System The content system is rather closed like there is no way to manipulate/redraw textures, rewrite notecards or other content after they got uploaded or created in-world. Most available manipulations are those, which are possible through the build/edit menu like changing the transparency, scale, rotation or other properties of objects/textures. I know this is way to much asked to have this all integrated into SL but most of the things missing for a good gaming platform are common and a must have. It is a competition for Linden Lab to keep SL attractive and i see it's getting harder for them each day. Thank you for reading and have a beautiful day! =)
  23. Hi Xiija! Well it depends on the definition of "normal programming". As LSL is "just" a procedural scripting language, it has some limitations any scripter might has to struggle with. Of course, SL offers some benefits like its physic engine, pathfinding, permission system, particle system, sound and a large amount of possible users or players. But there are also some disadvantages with, like the limited and shared memory, a relative low amount of available events and being doomed to the good will of lindens to improve the existing LSL events and functions or fixing existing bugs. Please don't get me wrong. I really love the freedom SL is giving its users. But users freedom can be a scripters hell. Where do you see a difference between SL games and any other game (except of SL itself, and games being bind into)?
  24. Greetings! The last year i've took a break of SL to study games programming and development. I was learning a lot about game engines, frameworks and how grafic processing is working in general. I was already creating some games befor in SL but it were almost simple games like parcheesi or XO. Some time ago Linden Lab decided to promote SL as being a platform for developing games. I would like to hear your opinion if SL is such a good platform for. May it be simple casual games or more advanced games. What makes SL a great platform for developing games? What is LSL missing on functionality? Is there any advantage over all the game engines and frameworks? I already made my mind but i would like to hear your opinion first. Thank you and have a nice day! =)
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