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Xiija

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Posts posted by Xiija

  1. i'm guessing some items you get have a piece of code that sends your UUID to

    an offworld DB, and adds you to an inworld mailing list etc ... hmmm i always wondered why i get

    spam offers from people i never met lol.

    • Like 1
  2.  I've set these 2 ..

    llSetCameraEyeOffset(<0.0, 0.0, 0.0> );
    llSetCameraAtOffset(<0.0, 0.0, 0.0> );

    apparently they don't need ...request perms, and are a prim property,

    but even if i use ZERO_VECTOR on them both , i still cannot set the scripted camera's focus & position?

    shouldn't there be a way to remove this prim property?

    i am able to use them to set the values,  but  when i linked a seat to a vehicle, i now need to

    set the cam in the seat, not in the main vehicle script?

     

     

  3.  is there any way to make this a one liner?

     string sound =  llGetInventoryName(INVENTORY_SOUND, 0);
     if( sound == "") { sound = "e87dab12-e497-72a3-581e-2b8a8254b521"; }
             

    i tried the normal thing you would do outside SL, but.. NEWP lol

     string sound =  llGetInventoryName(INVENTORY_SOUND, 0) || "e87dab12-e497-72a3-581e-2b8a8254b521" ;

  4. @Tattooshop

    here is an example for the rotation bit,  changes all but the root...

    . dbe5aae5542ccde25d0f1e750bce1fe4.gif

    integer tog;
    rotation rot_90;
    
    update()
    {  integer prims = llGetObjectPrimCount( llGetKey() );
       integer x = 2;
       for( ; x <= prims; ++x)
       {    vector ang = <0,0,90>; 
            vector rad = ang * DEG_TO_RAD;
            rot_90 = llEuler2Rot(rad); 
            
            list y =  llGetLinkPrimitiveParams( x, [PRIM_ROT_LOCAL]);
            rotation currRot = llList2Rot( y,0);
            
            llSetLinkPrimitiveParamsFast( x , [
              PRIM_ROT_LOCAL, currRot * rot_90  ]);
            llSleep(0.25);               
       }             
    }
    default
    {
        state_entry()
        {  
        }
        touch_start( integer num)
        {
            if( tog = !tog)
            { llSetTimerEvent(0.1); llOwnerSay("ON");
            }
            else
            {  llSetTimerEvent(0.0);  llOwnerSay("OFF");
            }
        }
        timer()
        { llSetTimerEvent(10.0);  update();
        }
    }

     

    • Like 2
    • Thanks 1
  5. just guessing, but mebbe something like...

    one texture offset 7 different ways, or 7 textures.

    a link message of fwd or back, and different delays for rotating each child depending on the direction.

    hmmm...

    • Like 1
  6. interesting, i wonder if this could be used in some way,  i wonder if there is a limit to the string you can use...

    i've tried this, and it works...

    Quote

     string info = "Data key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|key_1|val_1|"; //

     

    • Haha 1
  7. The LL blog seems very iffy, i think i will just skip doing anything but a normal vendor heh...

     

    https://community.secondlife.com/blogs/entry/8586-policy-change-regarding-gacha/

    Quote

    7seas : the purchase of bait to go “fishing” is a purchase being made of a known item, and also the fish you catch while playing the game are non-transferable.  To be clear, if they are not currently, they must be going forward.

    are these fish random?.. or  buying one type of bait Always gets you one type of fish? (guaranteed catch?)

    it seems LL is giving them special preference ?

    anyhoo, ... oh well :)

     

    • Like 1
  8. Quote

    #3. Skill-based. (I believe someone else mentioned this somewhere.) Any number of possibilities to make prizes for a "skill-based" game, or make things directly purchasable with 'arcade tokens'.

    hmm, so, if you make a skill game that costs to play, and gives prizes based on score? would that work?

    ( I did a mod of this one at a recent Burningman event, very popular)

    https://marketplace.secondlife.com/p/Steam-Fair-Whack-a-Pirate-Game-12-prims/6323707

    High Score = the Rare!

    3a46ffa51a4aeef64c2dbf61bc06ac4b.png

    • Like 1
  9. @Raven Huntsman

    if you rez a prim, edit it, and change the texture>media>face .. url you can get a mouseover effect

    with something like this as the URL...

    data:text/html,%3Chtml%3E%3Cbody%3E%3Cbutton%20id%3D%22test%22%20style%3D%22color%3Awhite%3Bbackground%3Alime%22%20onmouseover%3D%27this.style.background%3D%22%23555%22%27%20onmouseout%3D%27this.style.background%3D%22lime%22%27%3Ekleek%3C%2Fbutton%3E%3C%2Fbody%3E%3C%2Fhtml%3E

    6912c77e818a48f07d443873570f2db1.gif

    unescaped it looks like...

    data:text/html,<html><body><button id="test" style="color:white;background:lime" onmouseover='this.style.background="#555"' onmouseout='this.style.background="lime"'>kleek</button></body></html>

     

    • Thanks 1
  10.  

     

    Quote

    how can I make the listener recognize which parameter to change?

     

    llRegionSay(10, "gloss: " + (string) gloss);

    in the listen event...

           string my_string = message; // "gloss: 123";
            list my_list = llParseString2List(my_string,[":"],[] );
            string command = llList2String(my_list,0);
            float amt = llList2Float( my_list,1);

    then do normal stuff like, ... if( command == "gloss") etc etc

     

     you could also use just a texture slider, with no moving prims...

    example: using a texture like ...

    slider_05.png

    you could then do something along these lines....

    float uvMax     =  1.0;
    float uvMin     =  0.0;
    
    float txtrMax   = -0.87;
    float txtrMin   =  0.0;
    
    float touch_UV  = 0.0;
    
    float   myOffset;
    vector  touchUV;
    integer face; 
      
    float offsetter( float touch_UV )
    {   float OldRange = (uvMax - uvMin);  
        float NewRange = (txtrMax - txtrMin);  
        float NewValue = (((touch_UV - uvMin) * NewRange) / OldRange) + txtrMin;
        return NewValue;
    }
    
    default
    {
        state_entry() { }
        touch_start(integer total_number)
        {   touchUV  = llDetectedTouchST(0);
            myOffset = offsetter( (float)touchUV.x );
            face     = llDetectedTouchFace(0);
            llOffsetTexture( myOffset, 0.0, face);
        }   
    }

    now, if you touch the face with this texture, the button on the slider will move to that point.

    sadly, i think the only way to get a drag slider would be to use controls, and  arrow keys? , mebbe?

    I've made volume sliders that use buttons ( with touch start & touch end) to control text/texture sliders also :)

    • Thanks 1
  11. @Xander Lopez

    I've done this, but had to use ...

    process.env['NODE_TLS_REJECT_UNAUTHORIZED'] = 0;

    in my repl.it node.js repl, because i didn't know how to check the certificates,

    or if SL doesn't send them?... dunno, but, it works :)

    I set & store the URL for my main SL server with a google apps script, to a google sheet,

    then the website can get the current URL of the inworld object, and send it an http req.

  12. Your HUD would just send  a regionsay msg on a specific channel, with the commands

    linked to which button you press. 

    something kinda like ...

    touch_start(integer num_detected)
    {
            if ( llGetLinkName(  llDetectedLinkNumber(0)  ) == "hide")
            {  llRegionSay( -123, "ocultar" );
                
            }    
     }

     

    • Thanks 1
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