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Frankie Rockett

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About Frankie Rockett

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  1. Hello everyone! A friend and I were making a machinima at the weekend as our response to Coronavirus. It started out as promoting washing your hands, but we discovered along the way that the more salient message here is to have fun, to smile. When you smile, you boost your immune system, right? So in that spirit I would love to submit for your pleasure - "Smile (Wash your Hands)". URL: https://www.youtube.com/watch?v=vmzbdFKbea0 Unlike the virus, this is something I'd like you to share widely and wildly - friends, social media, Lindens - everyone! Stay well / stay happy / stay
  2. Hi Two excellent approaches worth looking into. With Animats approach I could presumably have the script check it's ownership, then delete itself if it's not myself. I'll have to test that out and see what I think. Nova's idea thrills me - it sounds like magic! How do I access this 'central controller prim'? Do you mean the root prim? Assuming so, how on earth do I get it to rebuild the state of itself when it was a multi-prim object? Once I know that (which I'd love to at this point anyway), the base question still applies: how do I give the controller/or/root prim, complete wi
  3. Hi Gang I want to know if I can programatically get an object to offer itself, without having a copy of itself inside, so 'llGiveInventory' is not an option. I have what might seem like a perverse requirement here so a few words of explanation before I get back to the question. I have what for shorthand I'll call a 'game' for solo players in which objects are rezzed around a central controlling prim (that I'll refer to as the CP). The CP listens for the UUID of the latest prim to be rezzed and immediately links to it. This leads to a large object building up by accretion as more objects
  4. Epilogue. The solution worked flawlessly. Fenix's proof of concept script does the job really well. The only tweak I had to make was as a result of idiot-proof testing. I found that if I clicked like mad creating scores of prims per second then hit 'clear' while things were still rezzing and linking, then - after a looong delay for things to catch up, two or three child prims were left over - still attached, and not temporary. So I wrote a little delay loop (because llSleep makes everything go brain dead so nothing gets done) before and after the unlinking call and that seemed to make it
  5. Wow Lucia! Yes, danger of information overload, yet I understood 87.396% of it. More than enough to see what an important set of considerations I'd never have dreamed off were it not for your input. I can imagine myself scratching my head for days and wasting hour upon hour trying to figure out why no more object returns were happening. And I've barely touched on half your contribution here, but it's all noted (and in need of sixteen re-readings to be sure I got the rest). Thank you so much. Qie - again, thank you for your input. Yes, I am leaning towards Fenix's approach like the Tower
  6. Thank you Everyone! To Profaitchikenz: Thank you so much! That is brilliant. I am indebted to you. After a few hccups I realised I had been 'randomising' the wrong parameter. I needed to leave 90 in the second parameter slot and randomise the first, the x parameter. Then it all worked perfectly. Thank you. A huge Thank you too to Wulfie for fearlessly slashing away the complexity of rotations for me! Education by subtraction has a lot to be said for it - so seriously, thank you Wulfie. Lastly, thank you to Mollymews for adding all the complexity back in with your background readi
  7. Hi Wulfie I tried my (clearly faulty) implementation of your very clear instructions, with the resukt that the rezzor itself started to randomly rotate, rather than the thing rezzed. Here's the code. My best guess was to try to change the definition of rezRot by assigning rotation rezRot = llSetRot(llEuler2Rot(object_rot * DEG_TO_RAD)); but that's a syntax error! can you see where I'm going wrong? Oh - the lines of yours I took and modified for this script's variable names is enclosed in the section marked 'Edit's'. Profaitchikenz - thank you for your suggestion to
  8. Hi Try as I might I have to admit that I will never understand the maths or the geometry behind anything other than 'degrees' of rotation along three axis in SL. I say this upfront in case anyone tries to explain underlaying concepts to me! Keep it simple (because I'm) stupid (when it comes to this stuff). I have a script rezzing a flattened square prim with an image on it's front-most face that rez's against a wall I have provided. I have it working so it functions no matter which compass point the wall faces. However what I'd like to do is have it's orientation on one axis randomly
  9. Hi all So much for me to digest! I used to code daily but 'use it or loose it' applies here, and as I haven't got down and dirty for literally years, absorbing some of your fine ideas is a little overwhelming. Fenix and Rolig have (with a great supporting cast), between them I think, given me a workable alternative to a 'choir of listens'! Please let me play around with your combined suggestions over the next week or so to see where they lead. Thank you again so much for donating your brilliances! Much appreciated!! Frankie.
  10. Hi Rolig + Hi Mollymews! Thank you for those remarks. I think I want to try Rolig's idea, especially as Mollymews points out, it involves least modification to what I have now. Although I do need to speak to the land owner. Can I take it then Rolig that he or she could create a parcel for me, and not fear that my PERMISSION_RETURN_OBJECTS could affect anything he owns outside 'my' parcel? And just for completeness, how (in what menu/dialogue) would he grant me such a permission? Cheers.
  11. Hi Rolig! Thank you for your idea. The game won't always be on my land, which as you understand would scuttle that approach. If it was on my land, wouldn't the memory requirements be beyond an lsl script? Saving a little 'array' of - let's say worst case - 250 UUID's? Cheers
  12. Hi Fenix, and Hi Profaitchikenz too. (I greeted you a second later Profaitchikenz, just to keep it straight!) Thank you both for your suggestions. Fenix, one question. You say the rezing prim (my prim A) would " automatically know" the UUID of the prims it's rezzing. How? Or more exactly, how would I access that value please? I love your suggestion overall, except for the ugly caveat concerning PERMISSION_CHANGE_LINKS. So I have an idea/question about how to get around that. Supposing my 'prim B' were a permanent, invisible part of the game, and once the game is ready for others, I give
  13. Hi! I have an application working at the moment that I'd like to rewrite in a much more friendly way and I wonder if you guys and girls can help? I have a game that rezs many prims. It's up to the player but there might be a hundred or more. The region's the limit, theoretically. When the game is over, all the prims (which are all very close by and very close together) need deleting. Currently they all have a 'listen' in them, listening on a particular channel for the 'Clear' command, whereupon they 'die'. I would love to not be creating scores or even hundreds of listens! So I am wonderin
  14. Yes, that's what I thought Qie was describing. Hence my illustration to counter the theory - how the texture seems not to have any transparent portions in this case.
  15. Not quite clear if that's a question - as it starts out, or who the subject is - in what seems like a statement in the middle section, before reaching what looks to me like an exclamation. But - 'yeah right!'
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