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Raena Parx

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Everything posted by Raena Parx

  1. Sorry for the late reply Quistess. I just realized I hadn't check on this post again. And just wanted to say thank you so much.
  2. Thank you soooo much Panterapolnocy. I had forgotten that my image itself was not centered in the border of clear. That fixed the problem!!! That was exactly it! I really appreciate your help :) :) :) Thank you!
  3. I'm not great at particle scripts, but I like to play with them. I'm trying to make one for a blue flame that radiates from a stove burner, but doesn't go too high or too wide. I have something similar but still in progress. But the problem I'm having is that the flames start about .5 meter below the burner, instead of from the center of the burner. Is there a way to to make the particles generate from a higher position vertically without having to change a lot of parameters? Here is the scripts i'm working with... (And thank you in advance)
  4. Thank you for the info. I can see how as we evolve the scripting is gonna exceed our demands lol. I'm really glad to hear AVsitter does the giver button as well as the animation, and has an easy converter from MLPV2. Will definately look into that. Thank you all for your help. I greatly appreciate it!
  5. Lol. Thank you both. And I wil kick it Kathryn...the old-school fix. hahaah. But was hoping my customers wouldn't have to. Do you think there may be scripting that may fix the issue? I've used AVsitter, but havn't looked into if it rezzes props and gives items from a button like MLPV2 does. Does it? Thank you both again for your help. I greatly appreciate it :)
  6. Hi all. I've used MLPV2 for along time. But for some reason just recently I'm having an issue with my poseball the first time it's run, which is very annoying. So for example, if the menu is ShutDown or Stopped, then the next time I run an animation, the the poseball will rez in some random place. If I click on the "same" animation a second time, the ball moves to the correct saved position. After that it runs fine for each animation unless the menu is Stopped or ShutDown. This is a single animation (only one poseball). My .positions are set as follows: {stand} <0.213,-0.55,0.841> <0.,0.,77.> {default} <0.213,-0.55,0.841> <0.,0.,77.> {BOARD.F1} <0.213,-0.55,0.841> <0.,0.,77.> {BOARD.M1} <0.198,-0.616,0.893> <0.,0.,77.> {BOARD.F2} <0.213,-0.55,0.63> <0.,0.,77.> {BOARD.M2} <0.133,-0.656,0.818> <0.,0.,76.> Any idea what may be causing this? Any help is appreciated. Thank you.
  7. LOL, thank you both so much for your help. If the baby is mod, I may be able to have the mom add a listener to it. But otherwise I may just have to have the mom rez the baby in place it. I greatly appreciate all your help with my silly project. :)
  8. Thank you again for the links. I looked over them and played a bit. But the logic is missing a piece. The prim baby is an object owned by the mom, so I cant add a listening script to the baby. Even if the touched object talks to the mom directly, and the mom has the baby attached, how would she send the attached baby to that position, rather than moving herself to it? Again, your help is greatly appreciated. 🙃
  9. Awesome. Thank you sooooo much. At least I know where to start now. Sounds complex lol. But I'm up for the challenge. Thank you Mollymews for your help :)
  10. Hello. I am not a scripter, but can do a bit here and there. I'm currently creating a project which includes scripting for prim babies. I would like to have a scripted object that the mom can touch and give permission for her rezzed prim baby to move to that location/position. I have absolutely no idea how to go about this since we are dealing with prims and not avatars. Can anyone give me an idea what type of commands to use? Thank you so much. 🙂
  11. Ooooooh. Thank you Wulfie. That's good to know. At least I can put in the readme that if it disspears to check the minimized notices. Thank you so much. That helps a lot!
  12. Hello. I'm not a scripter, but I am slowly learning. I have an object that when rezzed will ask the avatar if they want to attach it..yes/no. The problem is the dialog box for their response disappears after 6 seconds. I tried using llSetTimerEvent(60.0); in various places of the code to make the script wait 60 seconds for a response, but have not been able to make the dialog box wait longer. I'm posting a simple shell of the code below. Can anyone suggest a way to make the dialog box wait longer? Is the LLSetTimerEvent even the way to go? Thank you in advance. Raena Parx ---------------------------- default { state_entry() { llRequestPermissions( llGetOwner(), PERMISSION_ATTACH ); llSetTimerEvent(60.0); } run_time_permissions( integer vBitPermissions ) { if( vBitPermissions & PERMISSION_ATTACH ) { llAttachToAvatarTemp( ATTACH_LHAND ); } else { // object never attached llOwnerSay("\object not attached"); } } on_rez(integer rez) { if(!llGetAttached()) { //reset the script if it's not attached. llResetScript(); } } attach(key AvatarKey) { if(AvatarKey) { integer test = llGetAttached(); if (test) { //object is attached llResetScript(); } else { //object is not attached"); } } } //state_exit() // { //Exit script - not sure if this is necessary // } timer() { //Time ran out (timed out) - object never attached llOwnerSay("\nTime has run out."); // Stop the timer now that its job is done llSetTimerEvent(0.0); // you can use 0 as well to save memory } }
  13. 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.
  14. 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
  15. AWESOMMMMME!!!! That is exactly the starting point I need for my scripting! Thank you so much! And Thank you everyone for all your help!!!!!
  16. 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.
  17. 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!!!!!
  18. 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?
  19. 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.
  20. Thank you so much for the suggestions. I will definately test them when I get more time. I appreciate the input!!!
  21. 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. ======================
  22. 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.
  23. 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?
  24. Lol. Thank you again for all your help. The table is coming out GREAT!
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