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Everything posted by deanimo

  1. problem resolved, thanks to both.. i didnt know the getattached function, resolved using inside of on_rez event if (!llGetAttached()) { Thanks!
  2. I want to make a script that detects when my object is dropped on the ground, and not attached, for example an script that says "i m on the ground" when it is dropped on a sandbox, and not attached, i couldnt find an event that discriminates when is rezzed on ground or attached, i tryed in on_rez ovbiously but i get the same result when the object is attached... thanks all for your help.
  3. i m not sure if that is the problem, if it is work with another animation, it should work stopping and playing the same animation, and if the stop takes a time... the anymation should stop at least i think.. maybe it doesnt start again but should stop.. and i already tryed with large sleeps and doesnt work either.. really i dont know what else to do.. thanks for your time.
  4. hello, sorry for bother you all but i want to know why my script isnt working. i tryed to restart an animation using llStopAnimation(animation1) llStartAnimation(animation1) and doesnt work, but if i use llStopAnimation(animation1) llStartAnimation(animation2) works fine.. why when i want to restart the SAME animation simply continues playing the animation an never stop it and never start it again? i leave you the code here so you can try.. you only have to place this script and 2 animations to try it /////////// USER SETTINGS //////////////////// string floattext = "Sit Here"; string sittext = "Pose!"; vector textcolor = <1,1,1>; vector sittarget = <0,0,1>; vector sitangle = <0.0,0.0,0.0>; integer listen_handle; //////////// BEGIN SCRIPT //////////////////// rotation sitrotation; default { on_rez( integer sparam ) { llResetScript(); } state_entry() { listen_handle = llListen(1, "", llGetOwner(), ""); sitrotation = llEuler2Rot(sitangle * DEG_TO_RAD); // convert the degrees to radians, then convert that vector into a rotation llSitTarget(sittarget, sitrotation); llSetText(floattext, textcolor, 0.8); llSetSitText(sittext); } changed(integer change) { if(change & CHANGED_LINK) // If someone has sat on, or "linked," to this prim... { key avataronsittarget = llAvatarOnSitTarget(); if( avataronsittarget != NULL_KEY ) //Someone is sitting on the object { llSetText("", textcolor, 0.8); llSetLinkAlpha(LINK_SET,0,ALL_SIDES); // Turn Invisible // Before animating, first check if we have permission to do so: if ((llGetPermissions() & PERMISSION_TRIGGER_ANIMATION) && llGetPermissionsKey() == avataronsittarget) { // If we do, we can animate: llStopAnimation("sit"); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); } else { // If we dont, ask for them: llRequestPermissions(avataronsittarget, PERMISSION_TRIGGER_ANIMATION); // We'll animate in the run_time_permissions event, which is triggered // When the user accepts or declines the permissions request. } } else //stood up { llSetText(floattext, textcolor, 0.8); llSetLinkAlpha(LINK_SET,1,ALL_SIDES); // Make Visible } } } run_time_permissions(integer perm) { if(perm) { llStopAnimation("sit"); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); } } listen( integer channel, string name, key id, string message ) { if (message == "restart") { llStopAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); // if you use an 1 instead of a 0 WORKS, why!?!?! and how can i resolve my problem? } } } thanks you all.
  5. Any one knows if there r any way to set a link texture to custom number of child prims? for example 4 5 6 9 15 and 20, i tried: llSetLinkTexture([4,5,6,9,15], "texture", ALL_SIDES); and dont works.. sure exist a sintaxys for it...
  6. thanks to all, good ideas.. and problem resolved.
  7. hello, sorry for bother you again... but is there any way to keep a variable value after the llResetScript?! and other question.. is there any way to read the value of a variable inside other script located inside another prim linked in the same object? thanks.
  8. hello, i need a script to play some animations.. 5 or 6 animations.. and i wanna the second starts after the first one finish.. and the third one when the second one finished.. and all when the previous finished, and i dont know how to do it because i only found the llStartAnimation() and llStopAnimation() function.. and i dont have a function to know when an animation ends, or get what is the lenght of one animation.. so.. any idea? thanks..
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