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Yingzi Xue

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About Yingzi Xue

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  1. Right now, all you're doing is setting FULL_BRIGHT and GLOW. Check out PRIM_COLOR for prim color. Check out PRIM_POINT_LIGHT for light emission color. Detailed info can be found here: http://wiki.secondlife.com/wiki/LlSetLinkPrimitiveParams#llSetLinkPrimitiveParams Also, I suggest using PRIM_LINK_TARGET instead of 34 in your statements, it's much easier to read.
  2. You could get around having to use a script by putting x copies of the product (packaged in no copy boxes) in the vendor object, rezzing it at the start of the event and deleting at the end of the event. It would require very little effort to set up and maintain and it would save you the cost of a custom script.
  3. If you just want a basic send-to-SQL system, it's not too difficult. Before you begin: Learn Linden Scripting Language, or at the very minimum, how to send/receive HTTP requests and parse incoming data. Learn an appropriate server side language that can receive HTTP requests and access SQL (PHP, for instance). Setup: Find a host service that provides a web server with SQL. I use a Virtual Private Server. Create the SQL database(s) with the desired tables and fields. Write your vendor script that sends sales info to your server through HTTP requests. Write server-side web pages (PHP, for instance) to process the HTTP requests and write to SQL. Test it until it works as expected. If you want, develop web pages that display the stored info. Long-term: Save backups of your database(s) frequently. Grow the system with added functionality. That's how I did mine, for my own business. NOTE: I do not sell my system, it's proprietary. Nor do I offer to do custom work for this sort of thing.
  4. Already did. Every place I select gives me the same error. EDIT: Looks like they fixed it. I just logged in.
  5. I'm having the same issue. I can't connect to a simulator.
  6. Idea. Anyone that gets banned from a parcel, have their particles get blocked from the parcel as well. This is currently the last hold griefers have on a location, particle spam. As it is now, I have to leave a sign with the parties to block, so particles from objects in neighboring parcels don't affect my patrons.
  7. Griefers rely on lax owners to succeed. It gives their objects time to duplicate and cause havoc. It's a lot of work to sit and watch your land, but that's what has to be done to overcome griefers. When you ban them quickly, they know you're on point and they can't get away with it. Most move on. Those that are persistent are up against a watchful eye and a ban hammer. They can't win.
  8. Syo Emerald wrote: And banning based on identity might only work for those, who have some sort of identification material linked to their account. If you create a new account now, there is little to nothing to truely identify who it is. You're right, you can't ban by identity, but a robust security system and an active owner (or security employee) will stop griefers quickly, no matter how many avatars they create. If you're faster at banning than they are at making new avatars, it quickly becomes counter-producting for them to even try. I speak from years of experience, it does work to be vigilant and arm your land with a good security system. When you crush a griefer's desire to even try, you know you're doing something right.
  9. Griefing has been and always will be around. Even if you make it "illegal" to own, use or create griefer tools, it's still going to exist. It's like trying to stop software piracy, it's not going to happen. It's like trying to plug security holes in software, someone always finds a way. I've dealt with a lot of griefers in the last several years. Here's what I've learned: A vigilant owner will stop griefing in its tracks. A scripted security system will do wonders against griefers. Griefers eventually run out of avatars and move on. Choosing your location wisely is also a factor. Allow me to address each of these in more detail. An owner (or employee) who watches the goings on at their business or locale can usually stop griefers before they do any serious damage. It simply requires watching avatars and reacting quickly. This means you need someone there most hours of the day. I've been using a scripted security system at my locations for years and have successfully fended off griefers. The issue with banning avatars is that you can only ban 100 avatars at a time on the land ban list, so you need a scripted system to work with the land ban list efficiently. This is accomplished via temporary bans and script-controlled ejection. Done correctly, you don't need anything but a database of keys and ban status and a script to do the banning and receive owner commands. I am able to shut down most griefers in seconds. They tend to not bother coming back when the security system is on point. No matter how determined a griefer is, they will eventually run out of avatars and get bored. This is when they move on to an easier target. Many try to return at a later date, but they are no match for a good security system. And no, there isn't anything this robust on the market in SL, I had to write it. Location is key. The biggest advantage a griefer can have, after you've taken care of their objects on your land, is land around you that doesn't auto-return. You still get the particles jumping into your land from all around you. The only way to stop this is to own the region you're on, but if you're on mainland the best thing you can do is purchase land in a mostly abandoned region or at least surround yourself with abandoned land. This eliminates any straggler objects from being an issue. You don't have to wait on neighboring land owners to come online and clean their parcels. It would be nice if LL cared more about griefers, but it's not a lost cause, you can do many things to win the fight. You just have to apply yourself to get the desired result.
  10. The grid can be used for what you need. The grid consists of invisible snapping points, dictacted by the grid unit setting under options window (see options button in your pic). For instance, if you set it for .5, the snapping points will be .5 meters from each other, allowing you to arrange prims using the grid ruler (aka snapping to the grid ruler). You can get desired spacing by using the grid snapping points while moving your prim/object using the axis arrows. If you need help, let me know, I'll be glad to show you.
  11. Second Life isn't GTA V or Just Cause 3. There is no story except the one you create. Second Life is an empty shell, a set of social and creative tools that allow ultimate freedom; a true virtual world made by the users themselves. Thus, it's constantly changing and the content possibilities are literally limitless. You never know what you're going to find around the next corner. Your mistake is thinking of Second Life as a game with a story or some sort of direction. It is not. Second Life is free to experience, without paying. You can't own land, but you can rent it as long as you have the ability to earn in-world money (called Lindens) to pay for it, or have pay info on file to buy virtual currency. In Second Life, you live a virtual life of your choosing. It's that simple. As in real life, nothing is handed to you. This isn't Sims 3, it's a completely emersive virtual world with endless possibilties you create for yourself. Maybe the reason you feel SL sucks so bad and is of poor quality is because you haven't done anything to further your own experience, instead thinking it should be handed to you. Second Life is a virtual world, not a game. Its experiences are dynamic and reflect the population. Today something exists, tomorrow it doesn't. Such is life in Second Life and such is the beauty of a true virtual world. It helps to understand what something is before criticizing it. I suggest starting at Second Life Wiki, which is chock full of specifics.
  12. 1999? I think I spent most of that year playing Quake 3 at LAN parties or online... and hanging out on IRC. I'm surprised it took several pages before someone actually came out and said it--Second Life isn't a game. That should've been the first response. Second Life isn't sold in stores, it's not sold on Steam, it's not sold on Origin or any other gaming service. You can't play it on your PS4. You can't play it on XBox (without jumping through some serious hoops). Second Life is a virtual world with limitless possiblities. Content is created by the users themselves. It is a constantly changing world containing real people living virtual lives. It's meant to be experienced, not played. Creativity, exploration, leisure, socializing... these are some of the things that you should be enjoying in real time instead of trying to stream your uber "gaming experience" in SL on social media sites. lol The fact that Twitch TV has banned SL is a good thing; SL has no place on Twitch TV. Maybe the reason they banned it is because they, unlike you, understand what Second Life is and why it shouldn't be streamed. My guess is it has something to do with privacy concerns vs virtual worlds... and the fact that (again) IT'S NOT A GAME.
  13. As Rolig said, always adjust your camera so it's perpendicular to the direction you want to move. In other words, a 45 to 90 degree angle from the direction you want to move. If your camera is facing the same direction as the axis you're moving the object in, it can have a tendency to jump on you, which is why you lose objects. Camera angle is very important. If you find it tedious to use the camera control, try learning the shortcuts instead. ALT-LEFT CLICK - Refocus camera where you clicked. MOUSE WHEEL to zoom in/out. ALT-LEFT CLICK HOLD - Move mouse left and right to rotate around focal point, push and pull to zoom in/out CTRL-ALT-LEFT CLICK HOLD - Same as above, but instead of zoom on push and pull it rotates up/down. CTRL-SHIFT-ALT-LEFT CLICK HOLD - Pan up/down/left/right. These make moving the camera around much easier, because you can do them on the fly. Mastering the camera control shortcuts is key to building quickly and getting that perpendicular angle so your objects don't jump on you.
  14. Another reason the drag copy works the way it does... Since the original is the one that moves when you drag copy, its history stays intact (recent positions, scales and rotations) and can be cycled through via CTRL-Z (undo) and CTRL-Y (redo). This comes in handy, for instance, when you need to move the prim/object back to its previous position after making a drag copy. Each prim/object keeps track of its own history, which can be scrolled through using undo and redo keyboard shortcuts.
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