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Arquillius

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  1. Okay. Obviously I Effed this up. Here was the mistake. I was trying to edit the scripts in the ears without removing them from my avatar. For some reason as soon as i did and dropped the attachment on the ground all of the original scripts in their original form appeared in the ears. I removed all the scripts and put in fresh scripts in each object in the group changing the number. When i was done, i picked up my 9 prim, mesh ear attachment and boom. Done. It worked like a dream. For those of you who posted any help, i've clicked the kudos button under your name. Thank you for your help. I hope this question can help others.
  2. Okay, so let me get this straight. You just tested my makeshift scripts, they worked fine.... Okay so let me dive a little deeper into the attachment. There are 9 prims for the attachment. A center ball, then 8 ears, 4 for each side. Each one has a different position that mirrors the opposite side. The script for attachment is in the one right ear that is more towards the back. If the attachment, aka the ear is not the main prim, does this seem to make a difference for you?
  3. Okay, so I rigged my scripts into the ones given, and still nothing, I am pasting the scripts below, as I have them on one attachment and several buttons. I am giving the button that is used to make the attachment visible instead of all 4. The only difference between that and the other buttons is which number is said. This is the script I used for the button. integer handle;integer mychannel;integer Key2Number(key objKey) { return ((integer)("0x"+llGetSubString((string)objKey,-8,-1)) & 0x3FFFFFFF) ^ 0x3FFFFFFF;}key owner;default{ state_entry() { //llSay(0, "Hello, Avatar!"); } attach(key attached) { if(attached){ owner = attached; mychannel = Key2Number(owner); } } touch_start(integer total_number) { llRegionSayTo(owner,mychannel, "3"); }} This is the script I used for the attachment. integer handle;integer mychannel;integer Key2Number(key objKey) { return ((integer)("0x"+llGetSubString((string)objKey,-8,-1)) & 0x3FFFFFFF) ^ 0x3FFFFFFF;}key owner;default{ state_entry() { //llSay(0, "Hello, Avatar!"); } attach(key attached) { if(attached){ llListenRemove(handle);//shouldn't be necessary but can't hurt owner = attached; mychannel = Key2Number(owner); handle =llListen(mychannel,"","",""); } else{ llListenRemove(handle); } } listen(integer channel, string name, key id, string message) { if (message == "3") { llSetAlpha(1.0,ALL_SIDES); }else if (message == "0") { llSetAlpha(0.0,ALL_SIDES); }else if (message == "1") { llSetAlpha(0.0,ALL_SIDES); }else if (message == "2") { llSetAlpha(0.0,ALL_SIDES); } }} The attachment has the MONO button checked where as the button does not. I have tried other combinations like having them both checked, having just the button checked, and having neither of them checked. It does not seem to make a difference.
  4. Yes, What I'm talking about is an attachment. A pair of Furry Ears. I wanted the hud to move them about letting each click decide whether an ear is either up,forward,back or down. My script reads the click and changes which alpha is active based on Numbers said. So if i'm reading the HUD script correctly, it's basing a touch off of the link number and will speak according to the link you click. This isn't a bad idea, and would condence the button i have in each hud. And as for having the object listen to this random key channel based on the owner's uuid, does that even work? Well I'll try to adapt the scripts to what I have and let you know.
  5. So this problem has been presented a few times with no real answer. As many others I am attempting to make a HUD that interacts with an object/objects that is/are connected to my avatar. I have done the back ground work, learned some LSL, which I never knew that I could script something to work by the way, and thought I was good. I click the button in my HUD and.... Nothing. So I rescript to make sure that the button is being pressed by adding a llSay(0, "You have touched me."); on the button, right below the rest of the script which is your basic touch script with a say command and.... nothing. So I change the channel on all the scripts, thinking "Okay, maybe i have to adjust this so that it's not getting interference in this low lag sim...." and .... nothing. So i adjust it again. I figure, okay. It reads it if I say it. Set the channel it listens to, make it read it as if i was saying it directly, and have the button just replace what I would say, and for **bleep**s and giggles, channel zero it.... and nothing.... So I've come up with my solution, that the llListen(); portion of the script must be the problem and I shouldn't have "llGetOwner()" as my third field but the UUID of either the HUD itself, or the button of the hud. So here's where I'm stuck: 1. Would it be the button or the hud itself that the Listen script would be listening for? 2. How would I find the UUID of the HUD/Button, and would it change from person to person if i decided to distribute said HUD?
  6. By saying it broke your graphics, i'm guessing it's either causing you to crash or that it isn't showing up correctly when you spawn the item. To repair it causing you to crash, clear your cache and let your inventory of items load fully before attempting to spawn it in front of you again. To repair it not showing up fully or correctly, turn up your object detail to it's highest level.
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