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Yingzi Xue

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Everything posted by Yingzi Xue

  1. Guy Gossamer wrote: Supermarkets and stores make profit without creating produce. The amount of profit they make is irrelevant. Second Life product creators & Resellers make profit, from the sales of products that are re-sold by people who are not the creators. The amount of profit they make it irrelevant. A Second Life gaming business makes profit without creating games. The amount of profit is irrelevant. A Second Life game creator makes profit by selling games. The amount of profit is irrelevant. See the theme? The profit of a store/product creator/gaming operation is nobodies business except for the person/people who took the risk, financial or otherwise, and made the investment to try and make the business a success. (yeah yeah on IRS) The point was how skill can be negated by chance, or in this case to ensure profit. A person of skill makes too much money on a game unit, game unit shuts down because skill is taking away from profit. Easy fix, right? Just move on to another active game. I'm not saying it's wrong to make a profit, just making a point that as skill games are concerned, there might be underlying factors that affect the player's ability to use skill effectively to win vs chance. Loss of profit shutdown is a roundabout way of saying, wait a minute, you're winning too much--we can't have that. Such a feature wouldn't need to exist if a game were not allowing skill to win, so the game gets a positive for skill at least. An ideal skill game would be balanced to give modest profit while having a decent payout. Both the game operator and the player win in the long run and it's a happy relationship.
  2. Innula Zenovka wrote: To my mind, if the game is really a game of skill, I'm not normally going to have to infer much about its internal workings to win. I keep on seeing references to how, in particular games, it's necessary to do things in a particular order. Is all that known to players before they start? Exactly my thinking on skill, except for the fact that games have to be learned in one form or another. Let's dig a little deeper. These are definitions of skill from Merriam-Webster: skill noun: the ability to do something that comes from training, experience, or practice: the ability to use one's knowledge effectively and readily in execution or performance: dexterity or coordination especially in the execution of learned physical tasks: a learned power of doing something competently : a developed aptitude or ability <language skills> One could take from this that, after you learn a game's nuances, it is then considered skill to navigate and win on a regular basis. Ok, so if you are skilled at a game, winning should be consistent, barring the odd mistake.. UNLESS chance plays a bigger factor and throws a wrench into your use of skill, keeping you from winning. An example of a game that is purely skill based, despite chance: Word games (excluding word search). Word games rely on language skills and knowledge (and sometimes math). Randomized letters are just a slight inconvenience that can be overcome given enough turns. If you suck at spelling or have a limited vocabulary, you should've paid attention in school. *grin* Product creators are at the mercy of the market and are not guaranteed a profit. Game operators are not at the mercy of the market, didn't create the game, but are guaranteed a profit by design of the game, as long as people are playing the games (per Sorina's posts on a percentage of profit). If skill is the dominating factor in these games, it makes sense that game operators shouldn't see a consistent profit over time, because skill would make it inconsistent. If said games are designed to pay out a steady profit regardless of game outcome or skill, is it over-riding skill to guarantee a profit with chance or some other mechanism? If so, then skill is negated for profit. Now I'm only going by what Sorina said, I have no personal experience with these games vs profit, just speculating. UPDATE: I was just reading one game manual, which has a "stop loss" feature. If a game goes below a profit margin, it shuts the game down until the game operator resets it. It would seem that, at least this game, has the potential to lose profits. Having such a shut-down mechanism would guarantee profits by not allowing further loss. Then a game operator can claim it's skill based (*whisper* ...until our game shuts down and prevents further profit loss).
  3. Yeah, it's a mess there right now. Glad you found them. I don't think you can do a vehicle script any more efficient than those examples, the way the controls are handled. When I wanted to learn I had two choices--either use the wiki and learn the settings through trial and error or find examples I could learn off of. After finding VLAB, I was able to grasp the settings a lot easier and write my own vehicle script. I grabbed all the notecards and examples a year or two ago, when everything was still in place at VLAB. I dropped you a folder in-world with all the goodies. It should help.
  4. Any single player game is going to require an aspect of randomness. You could have prerolled tables of dice rolls that never change, or multiple tables that you switch between, which would create recognizable patterns and negate the "random" aspect. Or you could create an algorithm that does the same thing, creates quasi-random patterns in your game. Recognizing and memorizing patterns isn't what I would call skill per se, but having that advantage over pure chance or randomness tips the balance in the favor of the player. I think this is what the "material part" is referring to, chance not being a significant factor in the outcome of the game, but rather skill--whether that be pattern recognition, memory or strategy, it's all valid because the player is using their cognitive abilities to win the game. It's my opinion that the "material part" is to ensure the player doesn't get bilked on a regular basis by chance or randomness. If that's not happening in the current games at least once per play, I'd be pleasantly surprised.
  5. See the end of my post, under the script. I did not post the code because it's not mine to post, but the code is free to anyone that visits the Vehicle Laboratory. It's saved me a lot of headache learning vehicles and it's super-efficient. I just visited a bit ago, his place is in disarray at the moment, but he does have the vehicle scripts available if you look. Take the balloon to the vehicle laboratory. Go here and grab the hovercraft and airplane examples. You'll learn a lot. He has other examples too, boat, submarine, etc. http://maps.secondlife.com/secondlife/Slate/185/62/259 Glad to hear it started working for you.
  6. There are numerous problems with this script's design. What I've done is added in some angular motion (banking) and decay, but it is very slow. That may be because of the airplane mode, or it may be one of your values. Not sure. I've also removed the timer which isn't necessary since pressing the control keys triggers a control event and updates the motors. Keep in mind I don't recomment using this script until you've made it much more efficient. I just slapped some fixes in it. See more on a better way to do this script after the code window. key OwnerKey;string OwnerName;key Sitter= NULL_KEY;key Driver = NULL_KEY;string Anim = "crouch";vector Linear;vector Angular;float FlightForwardPower = 24;float FlightReversePower = 16;float FlightUpPower = 14;float FlightDownPower = 14;float FlightStrafePower = 12;float FlightTurnPower = 7;default{ state_entry() { OwnerKey = llGetOwner(); OwnerName = llKey2Name(OwnerKey); llSetSitText("-FLY-"); llCollisionSound("", 0.0); llSitTarget(<0.8,0.0,0.65>, llEuler2Rot(<0,0,0> )); llSetBuoyancy(0); } changed(integer change) { if((change & CHANGED_LINK) == CHANGED_LINK) { Sitter = llAvatarOnSitTarget(); if (Driver != NULL_KEY) {llUnSit(Sitter); return;} if (Sitter != NULL_KEY) { llRequestPermissions(OwnerKey, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_CONTROL_CAMERA); } else { llOwnerSay("Stood up"); llSetStatus(STATUS_PHYSICS, FALSE); llReleaseControls(); llStopAnimation(Anim); Driver = NULL_KEY; } } } run_time_permissions(integer perms) { if(perms == (PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_CONTROL_CAMERA)) { Driver = Sitter; Linear = <0,0,0>; Angular = <0,0,0>; llStopAnimation("sit"); llStartAnimation(Anim); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE); llSetCameraParams([ CAMERA_ACTIVE, 1, // 1 is active, 0 is inactive CAMERA_BEHINDNESS_ANGLE, 2.0, // (0 to 180) degrees CAMERA_BEHINDNESS_LAG, 0.1, // (0 to 3) seconds CAMERA_DISTANCE, 8.0, // ( 0.5 to 10) meters CAMERA_FOCUS_LAG, 0.1 , // (0 to 3) seconds CAMERA_FOCUS_LOCKED, FALSE, // (TRUE or FALSE) CAMERA_FOCUS_THRESHOLD, 0.5, // (0 to 4) meters CAMERA_PITCH, 20.0, // (-45 to 80) degrees CAMERA_POSITION_LAG, 0.1, // (0 to 3) seconds CAMERA_POSITION_LOCKED, FALSE, // (TRUE or FALSE) CAMERA_POSITION_THRESHOLD, 0.5, // (0 to 4) meters CAMERA_FOCUS_OFFSET, <0,0,0> // <-10,-10,-10> to <10,10,10> meters ]); llSetStatus(STATUS_PHYSICS, FALSE); llSetPos(llGetPos() + <0,0,0.25>); vector rot = llRot2Euler(llGetRot()); llSetRot(llEuler2Rot(<0,0,rot.z>)); llSetVehicleType(VEHICLE_TYPE_AIRPLANE); // linear friction llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <100.0, 100.0, 100.0>); // uniform angular friction llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 0.5); // linear motor llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 1.0); // angular motor llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 2.0); // hover llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 360.0); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 0.988); // linear deflection llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1.0); // angular deflection llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.25); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 100.0); // vertical attractor llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1.0); // banking llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 0.7); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 2.0); // default rotation of local frame llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, <0.00000, 0.00000, 0.00000, 0.00000>); // removed vehicle flags llRemoveVehicleFlags(VEHICLE_FLAG_NO_DEFLECTION_UP | VEHICLE_FLAG_HOVER_WATER_ONLY | VEHICLE_FLAG_HOVER_TERRAIN_ONLY | VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_LIMIT_MOTOR_UP | VEHICLE_FLAG_LIMIT_ROLL_ONLY); // set vehicle flags llSetVehicleFlags(VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ROT_LEFT | CONTROL_ROT_RIGHT | CONTROL_UP | CONTROL_DOWN | CONTROL_LBUTTON, TRUE, FALSE); llSetStatus(STATUS_PHYSICS, TRUE); } } control(key name, integer levels, integer edges) { if((levels & CONTROL_LBUTTON)) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,0,0>); llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0,0,0>); llSetStatus(STATUS_PHYSICS, FALSE); llSleep(0.1); llSetStatus(STATUS_PHYSICS, TRUE); return; } if((edges & levels & CONTROL_UP)) Linear.z += FlightUpPower; else if((edges & ~levels & CONTROL_UP)) Linear.z = 0.0; if((edges & levels & CONTROL_DOWN)) Linear.z -= FlightDownPower; else if((edges & ~levels & CONTROL_DOWN)) Linear.z = 0.0; if((edges & levels & CONTROL_FWD)) Linear.x += FlightForwardPower; else if((edges & ~levels & CONTROL_FWD)) Linear.x = 0.0; if((edges & levels & CONTROL_BACK)) Linear.x -= FlightReversePower; else if((edges & ~levels & CONTROL_BACK)) Linear.x = 0.0; if((edges & levels & CONTROL_LEFT)) Linear.y += FlightStrafePower; else if((edges & ~levels & CONTROL_LEFT)) Linear.y = 0.0; if((edges & levels & CONTROL_RIGHT)) Linear.y -= FlightStrafePower; else if((edges & ~levels & CONTROL_RIGHT)) Linear.y = 0.0; if((edges & levels & CONTROL_ROT_LEFT)) { Angular.x -= FlightTurnPower; // Added for bank, but VERY slow Angular.z += FlightTurnPower; } else if((edges & ~levels & CONTROL_ROT_LEFT)) Angular.z = 0; if((edges & levels & CONTROL_ROT_RIGHT)) { Angular.x += FlightTurnPower; // Added for bank, but VERY slow Angular.z -= FlightTurnPower; } else if((edges & ~levels & CONTROL_ROT_RIGHT)) Angular.z = 0; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, Linear); llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, Angular); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 999.0); // Quick decay llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 999.0); // Quick decay }} The following recommendations come directly from code that can be found at the Vehicle Laboratory in-world. I highly suggest you visit there for some more detailed insights into vehicle scripts. It can be found via search. (1) The first thing I would do is make your motion/speed values into vectors instead of floats, so you can add them together in one fell swoop, rather than adding piecemeal. (2) Set up bitwise integers for linear and angular controls. Store the controls pertaining to each. (3) Use the bitwise integers in (2) above to test for linear or angular key presses in your control event, then add all values together for the respective keys being pressed and pass them to your linear and angular motors. The nice thing about this is you only send to the specific motor you're pressing keys for, because of that bitwise integer you set up in (2). For a complete example of all three, go to the Vehicle Laboratory and grab a few of the sample scripts, you'll see exactly what I mean here and you'll see how much more efficient it is.
  7. If you're going to regulate games or have them approved, they're already being policed. Standards for said games should be a natural extension of that and makes perfect sense. Especially if you're going to tout them as games of skill. Wanting fairness for the players isn't a bad thing, it benefits everyone. I see nothing wrong with LL doing a thorough vetting of all games during the approval process. I suspect that LL will approve all submitted games and defer responsibility to the applicants and their submitted paperwork. Somewhere down the road, if any of it comes into question, LL has money stashed back to defend themselves (the new fees) and game creators and operators "got some 'splainin' to do".
  8. Gaia Gabe wrote: Question for LL We are running contests that started before the new Skill gaminc policy . Some contests will take a lot of time before payment. Prolly they will pay out after Sept.1st. It could happen that winners that will be paid reside in one of the prohibited stated o& contries or are underage. This will be considered a violation of Skill gaming policy ? We can check if contesters have payment info on file but no way to check out where they lives or their age. In order to be in line with the September 1st deadline, I would either set the payout date at August 31st or earler, or refund everyone involved.
  9. Thanks. I saw it within seconds of viewing the code, but it's because I've been working with vehicles lately that I found it so quickly.
  10. This post is directed to the thread, not any particular person: I don't hate skill games, in fact, I have had a skill game in development for years that is 100% skill based. The element of chance in my game has been reduced to the point of being a non-factor vs skill. I have several skill game concepts in the works. All of them will be free to play. What I don't agree with: 1) Slapping the skill label on games that have questionable skill elements. 2) People who feel the need to make a never-ending profit off of the loss of others, while at the same time encouraging addiction. I don't care if there's entertainment value or not, there is a negative impact on players, but not on the wallets of the game operators. In the end, LL has the say what passes as a skill game, not me, not anyone in this thread. All games may be approved. It doesn't validate any more in my mind whether they have any reasonable skill element and that's the beauty of being a thinking individual, I am free to formulate opinions and defend them on a public forum. So allow me to direct this to Linden Lab: If you're going to allow these types of games, there should be some clear cut acceptable percentages and skill vs chance ratios that are adhered to. The result would be players having a decent advantage and game operators having to wait longer to make a modest profit. It still doesn't address the addiction, but since you're allowing games of skill anyway, how about some skill required in those games.
  11. The only way to do it is with a llLoadURL, but it pops up a blue dialog window asking if it's ok to open the page, then goes to a profile. Something like this: llLoadURL(id,"","secondlife:///app/agent/"+(string)avatar_key+"/about");
  12. You are missing += on the turns in your control event. Here it is corrected: key OwnerKey;string OwnerName;key Sitter= NULL_KEY;key Driver = NULL_KEY;string Anim = "crouch";vector Linear;vector Angular;float FlightForwardPower = 24;float FlightReversePower = 16;float FlightUpPower = 14;float FlightDownPower = 14;float FlightStrafePower = 12;float FlightTurnPower = 7;default{ state_entry() { OwnerKey = llGetOwner(); OwnerName = llKey2Name(OwnerKey); llSetSitText("-FLY-"); llCollisionSound("", 0.0); llSitTarget(<0.8,0.0,0.65>, llEuler2Rot(<0,0,0> )); llSetBuoyancy(0); } changed(integer change) { if((change & CHANGED_LINK) == CHANGED_LINK) { Sitter = llAvatarOnSitTarget(); if (Driver != NULL_KEY) {llUnSit(Sitter); return;} if (Sitter != NULL_KEY) { llRequestPermissions(OwnerKey, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_CONTROL_CAMERA); } else { llOwnerSay("Stood up"); llSetStatus(STATUS_PHYSICS, FALSE); llReleaseControls(); llStopAnimation(Anim); Driver = NULL_KEY; } } } run_time_permissions(integer perms) { if(perms == (PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_CONTROL_CAMERA)) { Driver = Sitter; Linear = <0,0,0>; Angular = <0,0,0>; llStopAnimation("sit"); llStartAnimation(Anim); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE); llSetCameraParams([ CAMERA_ACTIVE, 1, // 1 is active, 0 is inactive CAMERA_BEHINDNESS_ANGLE, 2.0, // (0 to 180) degrees CAMERA_BEHINDNESS_LAG, 0.1, // (0 to 3) seconds CAMERA_DISTANCE, 8.0, // ( 0.5 to 10) meters CAMERA_FOCUS_LAG, 0.1 , // (0 to 3) seconds CAMERA_FOCUS_LOCKED, FALSE, // (TRUE or FALSE) CAMERA_FOCUS_THRESHOLD, 0.5, // (0 to 4) meters CAMERA_PITCH, 20.0, // (-45 to 80) degrees CAMERA_POSITION_LAG, 0.1, // (0 to 3) seconds CAMERA_POSITION_LOCKED, FALSE, // (TRUE or FALSE) CAMERA_POSITION_THRESHOLD, 0.5, // (0 to 4) meters CAMERA_FOCUS_OFFSET, <0,0,0> // <-10,-10,-10> to <10,10,10> meters ]); llSetStatus(STATUS_PHYSICS, FALSE); llSetPos(llGetPos() + <0,0,0.25>); vector rot = llRot2Euler(llGetRot()); llSetRot(llEuler2Rot(<0,0,rot.z>)); llSetVehicleType(VEHICLE_TYPE_AIRPLANE); // linear friction llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <100.0, 100.0, 100.0>); // uniform angular friction llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 0.5); // linear motor llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 1.0); // angular motor llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 2.0); // hover llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 360.0); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 0.988); // linear deflection llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1.0); // angular deflection llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.25); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 100.0); // vertical attractor llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1.0); // banking llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 1.0); // default rotation of local frame llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, <0.00000, 0.00000, 0.00000, 0.00000>); // removed vehicle flags llRemoveVehicleFlags(VEHICLE_FLAG_NO_DEFLECTION_UP | VEHICLE_FLAG_HOVER_WATER_ONLY | VEHICLE_FLAG_HOVER_TERRAIN_ONLY | VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_LIMIT_MOTOR_UP | VEHICLE_FLAG_LIMIT_ROLL_ONLY); // set vehicle flags llSetVehicleFlags(VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ROT_LEFT | CONTROL_ROT_RIGHT | CONTROL_UP | CONTROL_DOWN | CONTROL_LBUTTON, TRUE, FALSE); llSetStatus(STATUS_PHYSICS, TRUE); llSetTimerEvent(0.001); } } control(key name, integer levels, integer edges) { if((levels & CONTROL_LBUTTON)) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,0,0>); llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0,0,0>); llSetStatus(STATUS_PHYSICS, FALSE); llSleep(0.1); llSetStatus(STATUS_PHYSICS, TRUE); return; } if((edges & levels & CONTROL_UP)) Linear.z += FlightUpPower; else if((edges & ~levels & CONTROL_UP)) Linear.z = 0.0; if((edges & levels & CONTROL_DOWN)) Linear.z -= FlightDownPower; else if((edges & ~levels & CONTROL_DOWN)) Linear.z = 0.0; if((edges & levels & CONTROL_FWD)) Linear.x += FlightForwardPower; else if((edges & ~levels & CONTROL_FWD)) Linear.x = 0.0; if((edges & levels & CONTROL_BACK)) Linear.x -= FlightReversePower; else if((edges & ~levels & CONTROL_BACK)) Linear.x = 0.0; if((edges & levels & CONTROL_LEFT)) Linear.y += FlightStrafePower; else if((edges & ~levels & CONTROL_LEFT)) Linear.y = 0.0; if((edges & levels & CONTROL_RIGHT)) Linear.y -= FlightStrafePower; else if((edges & ~levels & CONTROL_RIGHT)) Linear.y = 0.0; if((edges & levels & CONTROL_ROT_LEFT)) Angular.z += FlightTurnPower; else if((edges & ~levels & CONTROL_ROT_LEFT)) Angular.z = 0; if((edges & levels & CONTROL_ROT_RIGHT)) Angular.z += -FlightTurnPower; else if((edges & ~levels & CONTROL_ROT_RIGHT)) Angular.z = 0; } timer() { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, Linear); llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, Angular); }}
  13. I had a response posted, but since you think I'm somehow inconveniencing your search for answers, I've deleted it. You had the last word. :matte-motes-grin:
  14. Sorina Garrigus wrote: Pretty much all the major skill game places have been on private regions for ages anyway. Also if someone spends all their time on mainland they are missing out on a WHOLE heck of a lot of the best parts of SL. For the most part games on mainland were most often used to help support and fund other content that person provides so this will damage what little worthwhile content that is on mainland is out there a bit. In world stores don't really cut it unfortuantely. I disagree with your assessment of mainland. Some of my fondest memories are from mainland locations going back to 2007 and continue to be. None of those fond memories come from seeing or playing casino style games on the mainland. In fact, I hadn't ever played one until just before the skill gaming policy came out, just to test the skill factor. Seven years and I never spent $1L on a casino style game. I can't speak for anyone else, but casino games never factored into my SL experience, except for doing research for my own game I was working on. Mainland owners love their mainland experience. Would I own a private region if I could afford it? I don't know if I would. There's something about owning mainland that you can't get on a private region, a sense of belonging and community. I rarely visit private regions. In-world stores don't cut it? There are 50k people in Second Life on any given day (give or take). I wonder how many of those would say they enjoy mainland and in-world stores but don't play casino games. A large portion, I would expect. Don't take my word for it, zoom in on the various mainland continents. See all those green dots? Those are people enjoying mainland content, like in-world stores. Mainland is teeming with life. I'm willing to bet (pun intended) that most mainland locations don't even offer casino style games as part of their content. This in no way negates the fact that there is a segment of the population that likes and plays casino style games, but it's important to keep perspective. That lack of worthwhile mainland content and those in-world stores that don't cut it--they seem to be active and thriving.
  15. Sorina Garrigus wrote: Yingzi Xue wrote: Sorina, you seem like a nice person. I empathize with what you're going through right now. As I've said before in the thread, I like how you've set up your place and I don't envy what you're having to go through. I can see you're passionate, frustrated and are looking for a sense of direction. I know my posts haven't helped and I'd like to apologize, because I can see you are hurting through this. I hope you find the answers you seek and find a way to continue what you love to do in SL. Umm no not hurting at all, your completely imagining that. It's also a common tactic to try to show your on an imagined higher ground. I have tons of options atm given I am connected to all kinds and forms of games not just pay and win games. I just came from a big skill game meeting earlier and there are plenty of options. I am just trying to clear up confusion as a few others are trying to spread it. There is a nutty perception this is only addressing solo skill games. This affects all contests and games of skill. If it didn't they would have posted those excemptions. There is an odd delusion that these policies are the banning of games of skill or really specific types of games of skill. The policy is simply red tape so LL can continue to allow certain pay and win game of skill without being held accountable. From that meeting it was very clear LL is blatantly refusing to answer questions or clear up any confusion. This forum is pointless unfortunately because LL is refusing to communcate with their customer base and one of the larger generators if its overall income. I was being sincere in my post. I agree with everything you said about the games still being allowed to exist if approved, thus it's not truly banning in the typical sense. It is, however, banishing "games of skill" off the mainland and onto specific regions, which has the same effect as being banned if you spend all of your time on mainland; the typical SL avatar will never see these games again unless they seek them out.
  16. Sorina, you seem like a nice person. I empathize with what you're going through right now. As I've said before in the thread, I like how you've set up your place and I don't envy what you're having to go through. I can see you're passionate, frustrated and are looking for a sense of direction. I know my posts haven't helped and I'd like to apologize, because I can see you are hurting through this. I hope you find the answers you seek and find a way to continue what you love to do in SL.
  17. What's ironic is just a few posts ago, outtaspace just admitted that the games have a portion of chance. Something to think about.
  18. Sorina Garrigus wrote: They don't need to be approved. I been saying this for a while from second hand info but someone pointed out where it says this is the case to me. This is kind of why I tend to post the source and not just half a quote like some of the posters out there have been doing. "Provided that you submit an application before August 1, 2014, you may continue to operate games of skill while your application is being reviewed." I agree SL made a mess with all this but they are allowing places that have an application in process to continue. But your response proved my point. People are not reading the policy at all that have hatred towards games and want to censor content from SL. People that are not reading the policy and commenting on things they just want to wish into reality are not helping anything and just are adding to the confusion in a part of the problem kind of way as opposed being part of the solution. You would think games would have to be on the approved list before an operator could apply for approval, since approval of the operator hinges on the games being approved. What happens if the game creator never sends in an application? You can't just run on those games indefinitely. I would get some clarification before spending large sums of money on applying for games that may never be applied for, let alone approved. As per the Skill Gaming Policy: Operators Should you wish to operate a Skill Gaming Region in Second Life, you represent and agree that you: (i) have received, and paid for, an Operator License from Linden Lab through the Skill Gaming application process; (ii) will only operate Skill Games that have been approved by Linden Lab through the Skill Gaming application process;
  19. Sorina Garrigus wrote: Yingzi Xue wrote: Crash Leclerc wrote: Yes Yingzi Xue looks like August will be a hot month ! I think SL has become such big megacity that our gouvernor Linden simply can`t follow what`s happening on the grid and doesn`t have the man power to enforce his own ToS... Put me in charge. I'll clean 'em right up... and I won't even need a staff under me. One objective person is all it takes. SL needs a person who will clean house, go visit sites around the grid, look at the scripts and make a determination. They won't do that though, they'll just put all the onus on you and if they get enough AR's or legal pressure they'll take action... maybe. The great ethical cleansing of 2014 happens August 1st. This isn't addressed towards you but those in general that have a misguided book burning, communist party hearings, and witch trial mentalities in general as it relates to games of skill. Before anyone starts hurrassing people and such people should have ARs filed against them for both hurrassment, abusing the AR system and for wasting LLs time clogging the system with bogus ARs, they should first know what the hell they are doing and what the hell the policies are. If pay and win games or contests or game tournaments etc are on mainlaind then you can file ARs on those. BUT KNOW WHAT THE DAMN POLICIES! Skill game ARE being allowed. That has NOT changed one bit. They are just being confined to specific game sims AND those "Provided that you submit an application before August 1, 2014, you may continue to operate games of skill while your application is being reviewed." source: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Second_Life_Skill_Gaming_FAQ If you file ARs against like crazy villiagers chasing after Frankenstien's monster against honest game places trying to abide by policies set forth by LL with games LL actively allowed for years and years then you would be acting out of malice, ignorance, and making SL a crappier place to be. Keep in mind that for someone to be against and hate games of skill they actively should equally hate Chucky Cheese where you play games and win tickets for prizes, carnival games and penny toss. Any sports where the participants have to pay entry fees. "The great ethical cleansing of 2014 happens August 1st" Sorry this is such a dangerous mindset and a blatant contradiction. Forcing one individuals ethics upon anothers is FAR from ethical. To be blunt it nearly sounds like the slogan that might be used by a blatant hate group if it was used in a different context. If you go back and look at my post, it was a joke, hence the tongue-in-cheek smilie. I even stated as such in the next reply. People are going to do what they are going to do, I am not in contact with anyone or part of any group. If there's a conspiracy, I don't know about it. I won't be ARing unless a game reaches out and affects me personally, as it has in the past. I think you're being paranoid. I've only seen one or two people say they're going to AR in 770+ messages. Also, it doesn't matter if you apply as an operator if there are no games to apply for. The odds that a game creator is going to apply and be approved by August 1st seems slim, therefore, one could conclude a game operator would be wasting their time applying for games that don't exist in the approved game list.
  20. If you logged into your avatar on a completely different computer, it's not your computer. The not being able to stand sounds like your animation over-ride (AO) is set to sit. Look for a sit button on your AO and touch that to toggle it off, turn off your AO completely or detach the AO object and see if you stand. Firestorm: Avatar menu -> Avatar Health menu -> try Force Appearance Update or Reset Default Female Avatar SL Viewer: CTRL-ALT-R (same as Force Appearance Update) Go to an empty low lag location and change your outfit and see if that fixes it. If not... save your outfit if you don't have it saved already. Then find a safe place to undress. Go to your outfit folder and right click on it, select Remove From Current Outfit. You should go completely naked if you have the right folder. Try wearing a different saved outfit than what you had on. If you have an extra skin and shape, change to those temporarily to see if your avatar will rez like it's supposed to. Any of these may work to bring your avatar back to normal.
  21. The difference between the two is the first example is a series of llSetPrimitiveParamsFast statements. Each is executed independently. In the second example, you're stuffing all of those settings into one long list, which is using a large chunk of memory just to execute that one llSetPrimitiveParamsFast statement. It looks to me like your script doesn't have enough memory left to execute such a long list of parameters. The only solution is to break them up into smaller statements, maybe two, three, or four statements, if you want to do them in the same script.
  22. Ariaah wrote: Can you please answer my question. Are fantasy sports such as car racing, where no profit is made by the sim, and winning is 90% luck included in this craziness? As far as i know, car racing is legal in all states and internationally. A response is appreciated as the limiting of these pretend sports will negatively impact a huge part of the SL economy. Thank you Car racing is called a motorsport. You yourself called it a fantasy sport. I would think that would fall under the wagering policy. If you require pay in to an object for the race by the contestants or patrons, that would fall under the skill gaming policy and require an application for approval of the activity or game. The only way I can see that you can still do what you're doing is if you pay the money yourself and no one else pays in.
  23. Perrie Juran wrote: Yingzi Xue wrote: Perrie Juran wrote: You are beginning to sound like a Vigilante. I'm joking. It's theater. I'll let LL sort 'em out. OK. Thanks. Sadly, I know from this thread and from other things I have heard there are people set to AR everything and anything that has any kind of pay in or pay out involved in it at all. Oh I'm sure there are AR parties chomping at the bit. I'm too busy with my own thing to concern myself about it, I'll sit back and watch what happens. I have strong opinions, but I won't be ARing unless it affects me personally.
  24. If it were my job, of course I'd take it seriously. As it is, I think I've only put in 1 or 2 AR's in my whole SL life... going back to 2007.
  25. Perrie Juran wrote: You are beginning to sound like a Vigilante. I'm joking. It's theater. I'll let LL sort 'em out. Even though I don't agree with it, unless it affects me in an adverse way, I don't care.
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