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Raena Parx

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About Raena Parx

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  1. Thank you Rolig. I like the vehicle because it lets the user paddle in whatever direction they want to go. Not sure a raft script would work for that. Thank you for explaining the run_time_permissions thing. That makes sense. Will play with that some more. I did notice the land_collision function, but what I really want is when multiple users are on the floaties and they collide it would make a collision sound. so the land_collision wouldn't be the answer. Any idea how to make the floatie float a little higher in the water? Looks like I'm sinking lol. Thank you again for your help.
  2. Hi All, I have three questions (1) I decided to try making my own floatie, something similar to the purple inner tube, but my own build. I used the To0b script that came with the freebie as a starting place. For the most part it works. However I am sinking about 5 inches deeper into the water than I should be and it looks like i'm drowning lol. The object turns physical when sat on. I've tried several things including changing physical property type, hover height, boyancy, and gravity (which sent me flying into the air haha). Anyway, I cant seem to what parameter needs changing to make me float just a little bit higher in the water. (2) 2nd problem...any time I change a parameter in the script while its on water, the object becomes dead...unfloatable, as if the script died. I tried resetting script and setting script to running (just in case), but once it's dead that's the end of it. Any suggestions here as well? (3) Am trying to add a collision sound when it bumps into things. Tried using CollsionSound("MySound,1.0); but it only sounded when jumping off the object, and not when it bumped into something. Any help is greatly appreciated. Here is the script: ================== // by Ben // Some help from Casval and Dave rotation rot; key owner; reset() { vector pos = llGetPos(); pos.z = pos.z + 2.0; llMoveToTarget(pos, 0.3); llRotLookAt(rot, 0.1, 1.0); llSleep(1.0); llStopLookAt(); llStopMoveToTarget(); } default { state_entry() { llSetSoundQueueing(FALSE); llPassCollisions(TRUE); llSetSitText("Ride"); llSitTarget(<-0.37, 0.00, -0.01>, <0.00000, -0.25882, 0.00000, 0.47>); // <bkwd/fwd , left/right , up/down> , <rotation, rotation, rotation> llSetCameraEyeOffset(<-4.0, 0.0, 5.00>); llSetCameraAtOffset(<0.0, 0.0, 1.0>); llSetVehicleType(VEHICLE_TYPE_CAR); llRemoveVehicleFlags(-1); llSetVehicleFlags(VEHICLE_FLAG_HOVER_WATER_ONLY | VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_NO_DEFLECTION_UP); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1000.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.1); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <10, 10, 10.0>); llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <10.0, 10.0, 10>); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.5); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 0); llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.1); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 0.1); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 0.01); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 1.0); //llCollisionSound("", 0.0); } on_rez(integer param) { // if(owner != llGetOwner()) // { // owner = llGetOwner(); //llGiveInventory(agent, "Innertube Instructions"); //} } changed(integer change) { if (change & CHANGED_LINK) { key agent = llAvatarOnSitTarget(); //llGiveInventory(agent, "Tubing Gnoma"); if (agent) { //if (agent != llGetOwner()) //{ // llSay(0, "You aren't the owner"); // llUnSit(agent); // llPushObject(agent, <0,0,100>, ZERO_VECTOR, FALSE); //} // else // { llSetStatus(STATUS_PHYSICS, TRUE); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS); llMessageLinked(LINK_SET, 0, "on", ""); llSetTimerEvent(1.0); //} } else { llSetStatus(STATUS_PHYSICS, FALSE); llReleaseControls(); //llStopAnimation("crouch"); llMessageLinked(LINK_SET, 0, "off", ""); llSetTimerEvent(0.0); llStopSound(); } } } run_time_permissions(integer perm) { if (perm) { //llStopAnimation("sit"); //llStartAnimation("crouch"); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE); } } control(key id, integer level, integer edge) { vector angular_motor; if(level & CONTROL_FWD) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <4, 0, 0>); llStartAnimation("falldown"); } if(level & CONTROL_BACK) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <-4,0,0>); llStartAnimation("falldown"); } if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT)) { angular_motor.z = -PI * 0.25; llStartAnimation("falldown"); } if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT)) { angular_motor.z = PI * 0.25; llStartAnimation("falldown"); } if(level & (CONTROL_DOWN)) { //reset(); } else if(level == FALSE) { llStopAnimation("falldown"); } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } timer() { vector pos = llGetPos(); if(( pos.z - llGround(ZERO_VECTOR) ) < 0.8) { rot = llGetRot(); } } } ================== Thank you. Raena Parx
  3. AWESOMMMMME!!!! That is exactly the starting point I need for my scripting! Thank you so much! And Thank you everyone for all your help!!!!!
  4. That's awesome. Sounds like what I'm wanting to do. But if I sit on the object, how does it become walkable? I can make the poses and objects, but cant find any info on how to make the object so its walkable. The vehicle scripts I've seen are all flying or gliding.
  5. Wow! Thank you everyone for all the suggestions. I really appreciate it. I can build the animations no problem. Figured I would only pose the upper body from torso up and let the lower body work freely so avatar can walk. Am trying not to have to transfer ao's, animations, etc. to the sitter because I'd like it to be available for public use (all avatars). So if I make the object takeable/attachable/droppable, sl would leave the object where I unsit, right? That's what I'm looking for. My question is, how to make the item takeable/attachable/droppable. Is it all done with scripting, or is there some prim setting required also? Again I'm not a scripter. Should I hire a scripter to do some custom work, or is there some free scripts that do this? I have looked, but have been unable to find anything like it. Or is there a link anyone knows of where I can read up on how to do this? Thank you all again for all your help!!!!!
  6. Thank you for the help. lol I guess my "basket" example was probably not very clear. Ok...so here is a better example of what I'm trying to do... Example: I have a lawn mower sitting in the yard. I want to click on it (to sit) and be able to push it. When I push it I want to actually walk with the lawnmower (along with the animation that I'm holding the lawnmower handles in my hands [walking animation]), then when I stop I'd still be standing with the lawnmower in my hands [standing animation] until I unsit. Then the lawnmower would be left where ever I unsit from it. So I literally take it with me. Does that make more sense?
  7. I am a builder, not a scripter, so I'm hoping someone can answer this in a "scripting for dummies" reply lol. I'm interested in making an object that can be rezzed, then when sat on it lets you walk and moves with you, while using an animation on your avatar -- one for walking, one for standing. For example if I had a basket on the ground, I could sit on the basket an it would animate the object as if I'm wearing it in my arms, then let me walk freely with it, or stand. That's just an example. I figure I would need to... 1. on sit: make the object move to a specific position in relation to my avatar 2. animate my avatar (depending on walking or standing) 3. make my object free to move with me, even tho I sat on it.....***THIS IS WHERE I have no clue how to do. Any suggestions? Thank you in advance.
  8. Thank you so much for the suggestions. I will definately test them when I get more time. I appreciate the input!!!
  9. Hi All, Below is a swing script I'm using on a rocking horse. The rocking horse is SUPER slow. I cannot figure out which parameter to change to make it faster. I've tried several trial-runs, but cant find it. Can someone please tell me which parameter I need to change in this script to make it rock faster? Thank you. ======================
  10. Thank you for the suggestions. I don't know much about mesh, e.i. heavy mesh, vertices, etc. Could you suggest a link where I can read about all this stuff? I work a lot with sculpts, but mesh if totally foreign to me. As far as this situation, I think I might just make the animation have a longer delay in the beginning. lol I like the spooky dramatic thing with the particles too. that's a cool idea. Thank you again.
  11. Hi. I am using MLPV2 which rezes a weighing scale and animates the avatar stepping onto the scale. The problem is because the weighing scale is mesh, it rezes too slow. Consequently the avatar has already stepped onto the scale before the mesh has finished rezzing. It looks really wierd. Is there anything I can do to assist the mesh to rez faster? I thought if I had an invisible one already rezzed, secondlife would recognize the textures faster like it does with sculpts, but that didnt work. Any suggestions?
  12. Lol. Thank you again for all your help. The table is coming out GREAT!
  13. lol yes I do have those button names. its the only way I could think to use the same animations with different names. For example, the button is [d1.f1_STAND]. As the menus progress the user would understand the d1.f1 is ignored and the STAND is the animation. As they go thru the menu they first choose the doctor avatar, then the patient avatar, then there is a list of animations. For example the menu items notecard would show d1.f1_STAND menu item which breaks down like this: d1. is for the first of 4 doctor avatars (d1. female classic, d2. female mesh, d3. male classic, d4. male mesh). f1_ is for the first of 5 patient avatars (f1_female classic, f2_female mesh, m1_male classic, m2_male mesh, b_baby/toddleedoo) I know its crazy button names but there's a lot going on and its hard to keep the animation names from duplicating. So I did decide to put each doctor type into it's own prim with its own MLPV2 and its working great. I made a 4-button control panel that doctor can choose from depending on what avatar type the doctor is. Its a few more prims but it gets the job done. And still leaves memory to be able to add more modules for future animation sets as long as I dont add too many lol. Thank you guys for all your help!!! It is greatly appreciated!!!
  14. Thank you. I will definately try that. I also read that shortening the pose and prop names may help save a bit of memory, so I'll be trying that also.
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