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?