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Couvaloure Rascon

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Everything posted by Couvaloure Rascon

  1. Alright, I'll bring back this post alive, but only to say that everything worked. First of all, sorry for the huge delay. I couldn't answer earlier because of some medical issues... anyway! There might have been some confusions, from the starting point. I did meant non-primes clothes, like shirt, pants, etc. I knew that one couldn't Rez those, thus leading in my precocious disapointment, since Rolig seemed to say that it was the only way to have an object "attached" to an AV. I then studied better Prof's suggestion, with RLV... and after a lot of fiddling (mainly figuring out how it all worked), I succeeded at making it work and attaching a shirt to my AV. In the case someone, in the futur, find this post while having the same intentions : llShout(-1812221819, "0,"+(string)llGetOwner()+",@attachall:Folder1/Folder2/.../FolderN=force") is what worked for me, while having that path in the #RLV folder. More information on the Wiki. So thank you everyone for helping! It was quite appreciated. :3 PS: "OP" is, in this case, masculine~
  2. So... in clear, relatively to my project, it means that it's plain impossible to do with no-mod objects? And same goes for clothings (like shirts, pants, etc.), which can't be Rez? Well that's anticlimactic. :matte-motes-confused: Well thank you everyone for your answers. Even though that I won't be able to do what I wanted - should I maintain hopes for a possible update to be able to do it? - I'll know how to do when it will comes to rezzable objects (and to get where the user clicked on the hud!). Same goes for everyone whom comes across this discussion. Have a nice day!
  3. So... since you said that it should be possible to transfert the items in the HUD, I tried back. And it worked. For reasons out of my understanding as I remember clearly trying this already and it wasn't doing anything. Well thank you a lot! I now don't feel anymore like all that time working on the whole thing was wasted. I'll continue to work with what I've found yet, like llAttachToAvatar, as you mentioned. But since we're here... could I also ask for a slightly related question? As said, I coded everything for the button finding, since I couldn't find any existing code for the one-prim HUDs. Would it be too much to ask for a light review, as I feel that it can get out of hand quickly. Right now, I only have two buttons, so it's nice, but as I'll be adding more, it will takes longer to find what was clicked. vector _BoutonAll1 = <-0.00500, -0.87575, -0.19439>;vector _BoutonAll2 = <-0.00500, -0.92084, -0.20942>;vector _BoutonOpen1 = <-0.00500, -0.72645, -0.10321>;vector _BoutonOpen2 = <-0.00500, -0.92685, -0.15431>;list _Boutons = [_BoutonAll1, _BoutonAll2, _BoutonOpen1, _BoutonOpen2];integer _ListLength;integer CheckWhichButton(vector pos, integer boutonListPosition){ if(boutonListPosition >= _ListLength) return -1; vector positionTop = llList2Vector(_Boutons, boutonListPosition); vector positionBottom = llList2Vector(_Boutons, boutonListPosition + 1); if(pos.y <= positionTop.y && pos.y >= positionBottom.y) { if(pos.z <= positionTop.z && pos.z >= positionBottom.z) return boutonListPosition / 2; } return CheckWhichButton(pos, boutonListPosition + 2);} CheckWhichButton is called as the HUD is touched, with the integer 0. It then calls itself until it finds the appropriate button or until it reaches out of buttons to check. I'm sure there would be a way to make that less CPU asking. Any advices you could share with me please?
  4. Hey everyone, So I've been working on my first HUD to try make my life easier (which it's what coding is for, isn't it?). I've figured out how to do it in a single prime, comparing the vectore where the click was done to every pairs of vector of each buttons (upper-left & lower-right). But when I try to give it its main function, now I get clueless. I have a lot of pieces of clothes in my inventory, which are no-transfert and no-mod, and I would like to be able to wear them when I click on whatever buttons. I've saw a lot of things for attachements being located in the object's inventory, where the script is in the same inventory. But as you may guess, those are two different variables : they aren't attachements, so I can't Rez them, and they can't be in the inventory because of the permissions. In conclusion, my questions are : is there are way to do it and, if yes, how? Either it is a magical permissions set that will let me place the clothes in my HUD's inventory, a series of LSL functions that will let me do that, etc. Thank you for taking the time to read this and for any answers! :cathappy:
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