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Xiija

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Everything posted by Xiija

  1. Chaque personne .... toucher une fois?
  2. Its out with the old..... And in with the New! Year that is...and 2014 is looking to be out best year ever! So why not kick it off with us @ The Filth & Pretty! Sponsored by The Filth & Pretty Mall, Psycho78 and Allure, We say good by to 2013 starting @ 9pm SLT Live DJ Allure (<--home grown derby girl) Kissing booth, games and prizes and lots more!!! So help us ring in the new season...i mean YEAR @ the Filth & Pretty! ~The SLRDA Team http://maps.secondlife.com/secondlife/Green%20Goblin/26/38/39
  3. Xiija

    HUD

    try copying the hud, ... it may be just the hud is bad.....happens sometimes?
  4. you can find syntax editors here...not sure about using them mobile tho http://wiki.secondlife.com/wiki/LSL_Alternate_Editors
  5. I think you can attatch something from a prim's inventory, using llRezObject() and llAttachToAvatar().... but not something from your avatar inventory?
  6. ::i like that idea Sassy :: some ideas: if you have many windows in your house, you could make a control switch to send a msg, and put a script in each window to listen for a message on how to change each window.. .or.....you could link the control to the house and check prim names for "window" and then you would only need one script. // **** note: the following code is just a guide / gathering of possiblities you could use a user function to do the change... // _______Example window control function________________________ windowCntrl() { integer x; for(; x < winListLength; ++x) { llSetLinkPrimitiveParamsFast( llList2Integer(windowLinks,x), [ PRIM_COLOR, ALL_SIDES, winColor, alpha ] ); } } // an example dialog function ..... mainDialog() { llDialog(ID,page,controls + buttons , channel); } default { state_entry() { integer prims = llGetNumberOfPrims(); // number of prims in the house integer n; list primName; for(n = 1; n <= prims; ++n) { primName = llGetLinkPrimitiveParams(n, [PRIM_NAME] ); if(llList2String(primName,0) == "window") // look for prims named "window" { windowLinks += n; } // if found,, add that prim's link number to a list } winListLength = llGetListLength(windowLinks); // how many windows ( link numbers) } touch_start(integer count) { if (llDetectedKey(0) == llGetOwner()) { llListenControl(handle,TRUE); llSetTimerEvent(30); ID = llDetectedKey(0); mainDialog(); // open the dialog function to send the msg to the windows } } listen(integer chan, string name, key id, string mes) { if(mes == "Open") { alpha = 0.40; winColor = <0.502, 1.000, 1.000>; windowCntrl(); mainDialog(); } if(mes == "Shade") { alpha = 0.70; winColor = <0.200, 0.200, 0.200>; windowCntrl(); mainDialog(); } if(mes == "Closed") { alpha = 1.0; winColor = <0.000, 0.000, 0.000>; windowCntrl(); mainDialog(); } } timer() { llInstantMessage(ID,"Dialog Closed"); llListenControl(handle, FALSE); llSetTimerEvent(0); } }
  7. about the only thing you can do is trim any longer items to fit the 24 character limit.... button = llGetSubString(button, 0, 23) ;
  8. you can try this & mess with max & min speed, rate, radius, and push // Let it snow on Second Life// Particle Script 0.3// Created by Ama Omega// 10-10-2003 -boeh!// Retrieved from from Free SL Scripts on http://www.freeSLscripts.com or www.gendersquare.org/sl// Mask Flags - set to TRUE to enableinteger glow = TRUE; // Make the particles glowinteger bounce = FALSE; // Make particles bounce on Z plan of objectinteger interpColor = TRUE; // Go from start to end colorinteger interpSize = TRUE; // Go from start to end sizeinteger wind = FALSE; // Particles effected by windinteger followSource = FALSE; // Particles follow the sourceinteger followVel = FALSE; // Particles turn to velocity direction// Choose a pattern from the following:// PSYS_SRC_PATTERN_EXPLODE// PSYS_SRC_PATTERN_DROP// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY// PSYS_SRC_PATTERN_ANGLE_CONE// PSYS_SRC_PATTERN_ANGLEinteger pattern = PSYS_SRC_PATTERN_EXPLODE;// Select a target for particles to go towards// "" for no target, "owner" will follow object owner// and "self" will target this object// or put the key of an object for particles to go tokey target = "";// Particle paramatersfloat age = 100; // Life of each particlefloat maxSpeed = 0.2; // Max speed each particle is spit out atfloat minSpeed = 0.01; // Min speed each particle is spit out atstring texture; // Texture used for particles, default used if blankfloat startAlpha = 1; // Start alpha (transparency) valuefloat endAlpha = 1; // End alpha (transparency) valuevector startColor = <1,1,1>; // Start color of particles <R,G,B>vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)vector startSize = <.1,.1,.1>; // Start size of particlesvector endSize = <.1,.1,.1>; // End size of particles (if interpSize == TRUE)vector push = <0,0,-0.02>; // Force pushed on particles// System paramatersfloat rate = .1; // How fast (rate) to emit particlesfloat radius = .03; // Radius to emit particles for BURST patterninteger count = 5; // How many particles to emit per BURSTfloat outerAngle = 1.54; // Outer angle for all ANGLE patternsfloat innerAngle = 1.55; // Inner angle for all ANGLE patternsvector omega = <0,0,10>; // Rotation of ANGLE patterns around the sourcefloat life = 0; // Life in seconds for the system to make particles// Script variablesinteger flags;updateParticles(){ flags = 0; if (target == "owner") target = llGetOwner(); if (target == "self") target = llGetKey(); if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK; if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK; if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK; if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK; if (wind) flags = flags | PSYS_PART_WIND_MASK; if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK; if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK; if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK; llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, startColor, PSYS_PART_END_COLOR, endColor, PSYS_PART_START_SCALE,startSize, PSYS_PART_END_SCALE,endSize, PSYS_SRC_PATTERN, pattern, PSYS_SRC_BURST_RATE,rate, PSYS_SRC_ACCEL, push, PSYS_SRC_BURST_PART_COUNT,count, PSYS_SRC_BURST_RADIUS,radius, PSYS_SRC_BURST_SPEED_MIN,minSpeed, PSYS_SRC_BURST_SPEED_MAX,maxSpeed, PSYS_SRC_TARGET_KEY,target, PSYS_SRC_INNERANGLE,innerAngle, PSYS_SRC_OUTERANGLE,outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]);}default{ state_entry() { updateParticles(); }}
  9. i have no way to test this, but it would be something like this?.... you will need to mebbe enable a listen or some way to end the anim,. .or you may need poseballs...and substitute the "sit" for your anim no idea p.s. if there is more than one anim, you need to choose which avatar does which? default{ state_entry() { } touch_start(integer num_detected) { key id = llDetectedKey(0); if( id != llGetOwner() ) { llRequestPermissions(id, PERMISSION_TRIGGER_ANIMATION); llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { llStartAnimation("sit"); } } }
  10. ah kk gotcha...to the OP ... if you want to check if ANY word in the message is the code word, you could use this... if (~ llSubStringIndex(message, "larion")) you may also want to check incase someone uses capital letters... message = llToLower(message); if (~ llSubStringIndex(message, "larion"))
  11. as far as learning from looking at scripts.....can anyone explain how / why this works? i have no idea what is goin on here... just checking if the first word of the msg is "larion" ? if (0 == llSubStringIndex(message, "larion"))
  12. states are Evil! ::grins:: i learned coding by looking at HOW scripts were written, then tried modifying them myself... hopefully looking at this will help the OP
  13. you can do this without states...easier to read.... use a toggle that is switched on in your listen event... in this example, the toggle is BOOLEAN .... TRUE..or FALSE.. you could also use 0 .. or 1 .. i.e. working = 0; - or- working = 1; StopSteam(){ llParticleSystem([]); llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_GLOW,ALL_SIDES, 0.0 ]); llSetAlpha(0.0, ALL_SIDES); }Explosion(){ llParticleSystem([PSYS_PART_FLAGS, (integer) ( 0 // Texture Options: | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK // | PSYS_PART_RIBBON_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK // After-effect & Influence Options: // | PSYS_PART_WIND_MASK // | PSYS_PART_BOUNCE_MASK // | PSYS_PART_FOLLOW_SRC_MASK // | PSYS_PART_TARGET_POS_MASK // | PSYS_PART_TARGET_LINEAR_MASK ),PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>,PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>,PSYS_PART_START_ALPHA, (float) 1.0,PSYS_PART_END_ALPHA, (float) 0.3,PSYS_PART_START_SCALE, <.2,0.4, FALSE>,PSYS_PART_END_SCALE, <.4,1.0, FALSE>,PSYS_PART_MAX_AGE, (float)0.1,PSYS_SRC_ACCEL, <0.0,0.0,0.0>,PSYS_SRC_TEXTURE,"79936d24-b4dc-15a8-991d-b59e2b5c5019",PSYS_SRC_PATTERN, (integer)2,PSYS_SRC_BURST_RATE, (float) 0.01,PSYS_SRC_BURST_PART_COUNT, (integer) 13,PSYS_SRC_BURST_RADIUS, 0.0,PSYS_SRC_BURST_SPEED_MIN, (float)3.01,PSYS_SRC_BURST_SPEED_MAX, (float)3.01,PSYS_SRC_MAX_AGE,(float) 0.0,PSYS_SRC_OMEGA, <0,0,0>,PSYS_SRC_ANGLE_BEGIN, (float) 0.01*PI,PSYS_SRC_ANGLE_END,(float) 0.0*PI]);llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_GLOW,ALL_SIDES, 0.2 ]);llSetAlpha(0.1, ALL_SIDES);} integer working = FALSE; // ***** toggle for collision default{ state_entry() { StopSteam(); llListen(3, "", llGetOwner(), ""); } changed(integer change) { if (change & CHANGED_OWNER) //note that it's & and not &&... it's bitwise! { llResetScript(); } } listen(integer channel, string name, key id, string message) { if (0 == llSubStringIndex(message, "larion")) { working = TRUE; // turn toggle on llSetTimerEvent(15); // set timer to turn off } else if (0 == llSubStringIndex(message,"larieo")) { llSetTimerEvent(0.1); // send to timer to turn off } } collision_start(integer num) { if(working == TRUE) // will only work if toggle is turned on with the listen { Explosion(); } } timer() { StopSteam(); working = FALSE; // turn toggle back off llSetTimerEvent(0.0); // reset timer to off }}
  14. Linda's Linkable Sliding door....this script goes in the door prim (moves the door 2 meters on X axis) integer i; default { state_entry() { } touch_start(integer total_number) { vector move=<2,0,0>*llGetLocalRot(); if (i=~i) llSetPos(llGetLocalPos()+move); else llSetPos(llGetLocalPos()-move); } }
  15. some ideas...? I'd post more, but SL wont let me open my scripts ryte now this is just the basics of getting the face... integer face; integer price; string item; string name; init() { llSetClickAction(CLICK_ACTION_TOUCH); llSetText("", <0,1,0>,1.0); item = ""; price = 0; llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_GLOW, ALL_SIDES, 0.0]); } default { state_entry() { init(); } touch_start(integer total_number) { name = llDetectedName(0); face = llDetectedTouchFace(0); llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_GLOW, ALL_SIDES, 0.0]); llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_GLOW, face, 0.1]); if(face == 0) { item = "something 0"; price = 10;} if(face == 1) { item = "something 1"; price = 11;} if(face == 2) { item = "something 2"; price = 12;} if(face == 3) { item = "something 3"; price = 13;} if(face == 4) { item = "something 4"; price = 14;} if(face == 5) { item = "something 5"; price = 15;} llSay(0,"Click again to buy this item"); llSetText("ITEM: " + item + " Price: " + (string)price + "\nIn USE by: " + name , <0,1,0>,1.0); llSetClickAction(CLICK_ACTION_PAY); } } After the Money event, reset the cllick action, and do init();
  16. Trying to figure out arrays a bit... I'd like to have an array with an avatar key followed by an objext to hold their info.. the idea being i'd like to access by Index, not by a unique Object Key. not sure if this is even close? //___________________________ state_entry() { info = llList2Json (JSON_OBJECT, [ "Name", JSON_NULL, "AV_Key", JSON_NULL, "My_Chan", JSON_NULL, "Chan_Status", JSON_NULL ] ); Customers = llList2Json( JSON_ARRAY, [] ); } touch_start(integer param) { key av = llDetectedKey(0); string AVname = llKey2Name(av); if (llJsonGetValue (Customers, [av] ) == JSON_INVALID) { Customers = llJsonSetValue (Customers, [JSON_APPEND], av, info ); <--- not working? Customers = llJsonSetValue (Customers, [av, "Name"], AVname); Customers = llJsonSetValue (Customers, [av, "My_Chan"], (string)chan); Customers = llJsonSetValue (Customers, [av, "Chan_Status"], "TRUE"); getInfo(AVname); } }
  17. okay, so here is the premise.. i have a CUSTOMERS object, and an INFO object inside that. the INFO object has AVkey and REZday. If i have 3 customers, "John" , "Bill" , "John" ....using string zInfo = llJsonGetValue ( Customers,[ "John" ,"REZday"]); will return the resday for the first "John" .....is there any way to check the CUSTOMERS object by index? .. if i want the 3rd record in CUSTOMERS ? ...i tried ... string zInfo = llJsonGetValue ( Customers,[ 2 ,"REZday"]); but it doesn't work :P
  18. ** Now I am a bit confused , Is it safe to use code that has been deprecated. ** As far as I know, it is still ok to use depricated functions, it just seems Lindens believe their newer functions work better. Unless you are building an object for mass market users, i'd say...go for it! (there may be the possibility that depricated functions could get removed, but i have never seen this happen?) personally, i have used llSound() for years and no problems
  19. You can play 2 sounds simultaneously from a single prim, using the depricated llSound() ...http://wiki.secondlife.com/wiki/LlSound default{ state_entry() { llSound("46bf3864-71f7-8dcb-911c-2fda98c29ccc",1.0,TRUE,TRUE); // loop first sound } touch_start(integer total_number) { llSound("ff0e74c0-8cef-1bab-ae7d-97aacd566ef0",1.0,FALSE,FALSE); } // play second sound on touch - while first continues looping}
  20. just curious, is there any reason you dont use vehicle scripts? http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial is your object physical?
  21. Xiija

    Fireworks

    College of Scripting, Music, and Science, Horsa (56, 243, 84) all kinds of scripts here
  22. The annual BurningMan festival is open now in SL!...Only 3 days left! http://maps.secondlife.com/secondlife/Burning%20Man-%20Deep%20Hole/247/61/24 Come check out the live music, dancing, free gifts..... everything is FREE! Balloon Tours of the whole playa, free artcars to ride around in... make new friends, ride the rides, and get in the groove! for chat & info, search BurningMan 2.0 in groups, ...free to join! please descript.... As Much As Possible.....kill the Lag!
  23. The annual BurningMan festival is open now in SL!...Only 4 days left! http://maps.secondlife.com/secondlife/Burning%20Man-%20Deep%20Hole/247/61/24 Come check out the live music, dancing, free gifts..... everything is FREE! Balloon Tours of the whole playa, free artcars to ride around in... make new friends, ride the rides, and get in the groove! for chat & info, search BurningMan 2.0 in groups, ...free to join! please descript.... As Much As Possible.....kill the Lag!
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