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Saiyaman

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  1. Thank you! That helped me out in one more regard!
  2. I'm new to scripting and I figured out what I could but now I need a little help, I'm making a plinko/pachinko game and the ball shoots up into the area then bounces around and falls, depending where it lands it will give the person playing a certain amount of points. What I need help with: 1) Score - Keeping track of each users score (tell them their score each time they get points) 2) Scoreboard - Show high scorers 3) Implament a Ball System - Touch an object that gives them a certain amount of balls to play with. 4) Winning Ball System - Turns their points into balls (could it be combined with the Ball System?) 5) Make sure only one person can use the machine at a time Help is greatly appreciated, I got this far on my own and then I got stuck for a while trying to figure it out, I think I need a dataserver, (which I can make a database for this if I need to on my web hosting account), but it has gotten out of my league now. I would pay someone if they will do it for me (just let me know how much you would charge) Anyway I have my lever script: float power; string object = "Pachinko Ball"; vector relativePosOffset = <8.1, -1.9, 8.2>; vector relativeVel = <0.0, 0.0, 0.0>; integer startParam = 10; default { state_entry() { } touch_start(integer total_number) { power = 0; } touch(integer total_number) { llSetTimerEvent(0.2); //set timer } touch_end(integer total_number) { vector myPos = llGetPos(); vector rezPos = myPos+relativePosOffset; vector rezVel = relativeVel + <power*-1, 0.0, power*2>; rotation rezRot = <0.0, 0.0, 0.0, 0.0>; llRezObject(object, rezPos, rezVel, rezRot, startParam); llResetScript(); } timer() { if(power<10){ power++; } else if(power==10){ power=1; } llSetText((string) power, <1.0, 1.0, 1.0>, 1.0); } } ball script: integer listener; default { state_entry() { listener = llListen(-0416, "", "score", ""); } listen( integer channel, string name, key id, string message) { if( message == "die") { llListenRemove(listener); //stop listening llDie(); //de-rez the ball } else { llWhisper(0, "Something unexpected happened"); } } on_rez(integer param) { llResetScript(); //reset script so it can listen again } } My Jackpot collision: integer jackpot_points; //how much is the jackpot worth default { state_entry() { llCollisionFilter("Pachinko Ball","",TRUE); } collision_start(integer total_number) { llSay(0, "Jackpot!"); //Add points to score //send message to ball to de-res llSay(-0416, "die"); } } My Normal Score Collision: integer score_points; //how much is the score worth default { state_entry() { llCollisionFilter("Pachinko Ball","",TRUE); } collision_start(integer total_number) { llSay(0, "Score!"); //Add points to score //send message to ball to de-res llSay(-0416, "die"); } }
  3. I got it figured out! something about the sizes does make a difference, now I'm onto to coding! Thanks everyone for your help!
  4. Thanks for the explanations! I guess I could program a flash game and load it on a media texture, I'd just need a way to track points in SL for it.
  5. That is what I did do, it will fall to the ground, but as soon as I put tiny pegs for it to bounce through below it, it stops. the ball is .030 the pegs are .010
  6. Hello, I'm trying to get a ball to fall through pegs like plinko, but instead of bouncing around and falling the ball comes to a stop even though it should roll off the peg, I've tried switching the gravity, the friction and the material types. Any idea's or does it have to be scripted?
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