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About Calamari

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  1. Thanks Roling, My current project is using 3 times, 2 are multiplexing, one of those in a separate script that is turned off when not in use, plus a 3rd timer in the main script using sensor repeat. I've been working a lot on reducing the number of timer used and thinking about when a time can or can't be combined. I had learned the multiplexing from one of your other post it's been a big help thanks again The term heartbeat timer got me thinking that here must all ready be terms for the ways I'm using timers or how they are set up, I think this will point me in the right direction of more
  2. Rolig Loon wrote: That's one of many standard ways to run an extra timer in an LSL event. It works well and with minimal effect on sim load, as you noted. Especially when you are firing the sensor only once a day and looking 0.1m from your object, the load is really insignificant. When I use this method, I have always looked for "Bill the Pirate", on the theory that pirates are very elusive and hardly likely to show up anywhere near anything I build. :smileytongue: love your use of "Bill the Pirate" I would have suggested using any linden name as completely safe, but glad to see the
  3. I thought I'd share this as I can see it could have some other uses, but I'm wondering if there's some reason this would be bad that I'm missing? I coulden't use a timer event for this because the timer is all ready in use, and gets reset each time an avatar interacts with the object. I'm using the no_sensor event as a 24 hour timer (it's ok if the times not exact) to reset the pos and rot to get rid of a small amount of drift from KFM. I've tried this several other ways that work, but found the sensor to added the least amount of run time. I thought this would be a really bad idea, but afte
  4. llCastRay() can't be sceen, it just finds the target or object pos / info, of what is in front of it. You can use llCastRay without mouse look. http://wiki.secondlife.com/wiki/LlCastRay Ideas for uses: Weapons - Raycasts are the traditional tool used in game development for simulating projectile weapons. They are orders of magnitude more efficient than rezzing a prim and launching it from a weapon.If what you have all ready works that might be the best way, with cast ray for a missile you would still have to rez the missile and cast the ray, and have the two talk to each other, I think
  5. if your using mouse look to aim you could use http://wiki.secondlife.com/wiki/LlDetectedTouchPos in the target and back ground prims. When touched have them message the missile to give it the target pos to hit, the missile just become a visual effect, the original touch would be the actual trigger for counting the impact for event with game, such as score keeping. The missile still could explode on collision to trigger particle effects but not need a special target, it would just explode on any colission. http://wiki.secondlife.com/wiki/LlCastRay might all so work, looks like it can detec
  6. Thanks for sharing this Madelaine, I'm very interested in any type of math that is useful for programing not just the bitwise math. until I started playing around with LSL I've never had a use for math, I wish I had found an interest in it when I was younger, but having fun catching up I love how with mixing programing and math for learning you get results that you can see makes experimenting and learning much more fun. I just happen to have a big interest in ocean waves, tidal cycles, and Theremin music (not at the same time lol) Can't wait to test your example!
  7. entity0x wrote: -- UPDATE ---- BEWARE, its like playing Minesweeper out there! My bad, I guess I need a reminder every so often as I mindlessly look through several freebie stores to see what I can pick up for cheap props to use in the background, or machinima, today I was in a free script shop. Wall is advertised as a 'free script' wall, with most clicks being $L99. TYPO THANKS FOR THE PATIENT RESPONSES! Wall is advertised as a 'free script' wall, (in a freebie store) with most clicks being $L0. Its interesting that after you click a few to view what comes in the contents, that
  8. I started thinking about which LSL functions use bitwise OR , and first thing that comes to mind are particle mask flags, and request for permisions. Until now I haden't thought of the | operator adding the paramiter together http://wiki.secondlife.com/wiki/LlRequestPermissions integer perms = PERMISSION_TAKE_CONTROLS | PERMISSION_TRIGGER_ANIMATION;llRequestPermissions(AvatarID, perms); under particles there was a good example that puts a lot of this together, much to think about here. http://wiki.secondlife.com/wiki/LlParticleSystem integer ColorAlphatoRGBA(vector color, float alpha
  9. I kept track of if it triggered or not for 16 counts, here's what I got, if(count & 0 ) //= 0000 0000 0000 0000 if(count & 1 ) //= 1010 1010 1010 1010 if(count & 2 ) //= 0110 0110 0110 0110 if(count & 3 ) //= 1110 1110 1110 1110 if(count & 4 ) //= 0001 1110 0001 1110 if(count & 5 ) //= 1011 1110 1011 1110 if(count & 6 ) //= 0111 1110 0111 1110 if(count & 7 ) //= 1111 1110 1111 1110 if(count & 8 ) //= 0000 0001 1111 1110 could be very useful for times. MUCH to thi
  10. Thanks irihapeti, I went back over my timer test script and tried your variations, and then tried similar changes to the other conditions. Besides finding several equivalences, I all so found a new way to use the timer. if(count % 4 ) llOwnerSay("skip every 4th count");
  11. Thanks irihapeti, and I agree thats good place to start, I would like to learn more about using the bitwise operators they are still a bit of a mystery to me. I did some searching online and found a good blog post about math for programing with lost of other links in it. http://inventwithpython.com/blog/2012/03/18/how-much-math-do-i-need-to-know-to-program-not-that-much-actually/
  12. you forgot to fill in what give all dose. } else if(mes == "Give All") { "something goes here" }
  13. try PSYS_SRC_ACCEL not sure exactly what effect your trying for, I used it in a particle cord between 2 attachments it seamed to control how fast the cord responded to the avatar moving, if I remember correctly it's been a while since I worked with that script.
  14. Thanks Rolig for the reply that will give me some thing to look into. here's some thing I started playing with based on a post you made on timer loops. I had to look up what the % operator was in LSL and started to play with all the combination of the use of Modulo operations to see how many way I could control single timer in different ways at one time. I had know Idea what Modulo operations were until I looked it up, made me wonder what else I din't know. Here's what I've come up with and added to your original script I found here. http://community.secondlife.com/t5/LSL-Scripting/The-timer
  15. Ive been having a lot of fun learning LSL over time, but now I'm thinking that improving my math skill would help out with scripting n genral. I was wondering if any one had suggestion on what math topicks would be usefull to learn more about. I thought this might be an interesting topic to start, if any one else has math question feel free to add them.
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