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Walter Fanwood

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  1. i actually didnt know you can get such scripts online since i got this script from a friend of mine inworld next to a free T3 weapon but its good to know there is the original online. :matte-motes-agape: @Rolig Loon So basicly insteed of this: collision_start(integer total_number) { llSetPrimitiveParams([PRIM_PHYSICS, FALSE]); llSetPrimitiveParams([PRIM_PHANTOM, TRUE]); key id = llGetOwner(); key owner = llGetOwner(); if (id == owner) { } else { i should try....this...? collision_start(integer total_number) { llSetPrimitiveParams([PRIM_PHYSICS, FALSE]); llSetPrimitiveParams([PRIM_PHANTOM, TRUE]); key id = llDetectedKey(0); key owner = llGetOwner(); if (id == owner) { } else { ...guess that should work
  2. where do i need to change that in the script? would be nice if you could show me a sample please :3 @ steph Arnott i got it without a headline. so i cant tell if it is the one who made it or not ^^;
  3. As i said i use a simple T3 weapon as sample integer clipSize = 12; // How many bullets you can fire before having to reload the gun. float reloadTime = 2.7; // How many seconds it will take to reload the gun when it is out of ammo.integer numRezSlaves = 0; // The number of "T3.Gun.free.rifle.rez" scripts in this gun. // Makes the ammo count correct.float velocity = 44.0; // The forward velocity of the bullets as they are fired. // SL cannot move things faster than 200 meters per second. integer auto = FALSE; // Is the gun fully automatic? If so, you can fire repeatedly by holding down the mouse button. // If not, you must click each time to fire.float accuracy = 0.5; // How the bullets will spread out as they move. 0.01 is almost nothing, 10 is HUGE. // Reccommend .05 to 5 // The bigger rez_spread, the more effect this number has. // LOWER is more accurate. float rez_spread = 0.1; // How the bullets will be spread out as they rez. // You need about 0.1 per "rez slave" script to minimize bullet collisions. vector rez_offset = <0.6,0,0>; // How far away from the center of your view in mouselook the bullets will rez. // +x = Forward // +y = Left // +z = Up integer delay = 0; // Only matters if the gun is not automatic. // The number of seconds between shots. integer listen_channel= 5; // A chat channel that the gun will listen to its owner for commands on. // Public chat will always work. string reticleName="tiny"; // T3 Ultimate Reticle HUD API: // This is the reticle/crosshair to show for someone wearing the T3 Ultimate Reticle HUD. // Leave this blank and the weapon will not override the users' existing reticle./// ====================/// Animations and Sounds/// ====================// To replace the animations and sounds, you can add the following inventory items to the gun:// Otherwise, default animations and sounds will be used.// ANIMATIONS:// reload.anim - when you're reloading// active.anim - when you're in mouselook// idle.anim - when you're not in mouselook// SOUNDS:// reload.sound - plays when you reload// fire.sound - plays when you fire, loops if "auto" is TRUE// safety.sound - plays when you try to fire while the safety is on./// ====================/// SCRIPT STUFF, you can ignore the stuff below this line./// ====================integer has_perms=FALSE;integer safety=FALSE;integer listen_handle;integer alt_listen_handle;integer notext=FALSE;integer activated;integer deactivated;integer ammoLeft;integer holstered;integer lastFireTime;integer desiredPerms;integer controlList;float usevel;integer useauto;integer damage=0;integer useclip;integer reloading=FALSE;string reload_anim="";string reload_sound="ad01461e-a54c-43ba-61b8-bd289f6b7ebd";string fire_sound="88026413-b829-0df2-0e57-8212227a652c";string safety_sound="f1c12ed9-7f5c-cb7f-9741-b940715b7e7e";string active_anim="aim_r_bazooka";string idle_anim="hold_r_bazooka";init(){ desiredPerms=(PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA); controlList=(CONTROL_ML_LBUTTON | CONTROL_DOWN | CONTROL_LEFT | CONTROL_ROT_LEFT | CONTROL_RIGHT | CONTROL_ROT_RIGHT); listen_handle=llListen(0,"",llGetOwner(),""); alt_listen_handle=llListen(listen_channel,"",llGetOwner(),""); safety=TRUE; notext=FALSE; ammoLeft=clipSize; lastFireTime=0; usevel=velocity; useauto=auto; useclip=clipSize; reloading=FALSE; request_permissions(llGetPermissions()); if(llGetInventoryType("reload.anim")!=INVENTORY_NONE) reload_anim="reload.anim"; if(llGetInventoryType("reload.sound")!=INVENTORY_NONE) reload_sound="reload.sound"; if(llGetInventoryType("fire.sound")!=INVENTORY_NONE) fire_sound="fire.sound"; if(llGetInventoryType("active.anim")!=INVENTORY_NONE) active_anim="active.anim"; if(llGetInventoryType("idle.anim")!=INVENTORY_NONE) idle_anim="idle.anim"; if(llGetInventoryType("safety.sound")!=INVENTORY_NONE) safety_sound="safety.sound"; holster();}fire(){ if(safety) { llPlaySound(safety_sound,1); return; } if(!holstered && ammoLeft >0) { vector spreadVector = <(0-(rez_spread/2)) + llFrand(rez_spread),(0-(rez_spread/2)) + llFrand(rez_spread),(0-(rez_spread/2)) + llFrand(rez_spread)>; // We offset the rezzing randomly, within rez_spread rotation rotBetween=llRotBetween(<0.01,0.01,0.01>,<0.01,0.01,0.01>+(DEG_TO_RAD*accuracy*(spreadVector*llGetCameraRot()))); // The rotation to look from DEAD CENTER to where we were rezzed... rotation modRot = llGetCameraRot() / <rotBetween.x*llPow(-1,llRound(llFrand(1))),rotBetween.y*llPow(-1,llRound(llFrand(1))),rotBetween.z*llPow(-1,llRound(llFrand(1))),rotBetween.s*llPow(-1,llRound(llFrand(1)))>; // We rotate to put us on a straight line in THAT direction. llRezAtRoot(llGetInventoryName(INVENTORY_OBJECT,0),llGetCameraPos() + (rez_offset + spreadVector)*llGetCameraRot(), llRot2Fwd(modRot)*usevel, modRot,damage); if(!auto) { lastFireTime=llGetUnixTime(); } ammoLeft -= 1; if(auto && useauto) ammoLeft-=numRezSlaves; if(ammoLeft<0) ammoLeft=0; setFloating(); if(ammoLeft<=0) { reload(); } }}request_permissions(integer perm){ has_perms=TRUE; if(perm != desiredPerms || llGetPermissionsKey() !=llGetOwner()) { has_perms=FALSE; llRequestPermissions(llGetOwner(),desiredPerms); }else { llTakeControls(controlList,TRUE,TRUE); } }string getTextString(){ if(safety) return "[ safety on ]"; string textString="[ " + (string)ammoLeft + " / " + (string)useclip + " ]\n"; if(auto) { if(useauto) { textString+="[ auto ]"; }else { textString+="[ semi ]"; } } return textString;} setFloating(){ if(!notext) { vector floatColor=<255,255,255>; if(!safety) { floatColor=<41,219,0>; if(ammoLeft<=useclip/3) { floatColor=<219,216,0>; }else if(damage<100) { floatColor=<86,185,255>; } } llSetText(getTextString(),floatColor/255.0,1); }}holster(){ safe(TRUE); llListenRemove(listen_handle); listen_handle=llListen(0,"",llGetOwner(),"draw"); llListenRemove(alt_listen_handle); alt_listen_handle=llListen(listen_channel,"",llGetOwner(),"draw"); llSetTimerEvent(0); llSetLinkAlpha(LINK_SET,0,ALL_SIDES); holstered=TRUE; if(has_perms) { llStopAnimation(idle_anim); llStopAnimation(active_anim); } llSetText("",<1,1,1>,1); }draw(){ llMessageLinked(LINK_SET,0,"uroverride", reticleName); llListenRemove(listen_handle); listen_handle=llListen(0,"",llGetOwner(),""); llListenRemove(alt_listen_handle); alt_listen_handle=llListen(listen_channel,"",llGetOwner(),""); llSetTimerEvent(1); llSetLinkAlpha(LINK_SET,1,ALL_SIDES); deactivated=FALSE; holstered=FALSE; safe(FALSE);}safe(integer t){ safety=t; llMessageLinked(LINK_SET,(integer)usevel,"velocity",""); llMessageLinked(LINK_SET,0,"rez_spread",(string)rez_spread); llMessageLinked(LINK_SET,0,"accuracy",(string)accuracy); llMessageLinked(LINK_SET,0,"rez_offset",(string)rez_offset); if((auto && useauto) || (auto && !useauto && safety) || !auto) llMessageLinked(LINK_SET,safety,"safety",""); llMessageLinked(LINK_SET,useauto,"auto",""); llMessageLinked(LINK_SET,delay,"delay",""); llMessageLinked(LINK_SET,damage,"damage",""); setFloating();}reload(){ if(ammoLeft==useclip || reloading) return; reloading=TRUE; if(!notext) llSetText("[ reloading ]",<255,60,0>/255.0,1); llStopSound(); llMessageLinked(LINK_SET,TRUE,"safety",""); llPlaySound(reload_sound,1); if(has_perms && reload_anim!="") { llStartAnimation(reload_anim); } llSleep(reloadTime); ammoLeft=useclip; if(!(auto && !useauto)) llMessageLinked(LINK_SET,FALSE,"safety",""); setFloating(); reloading=FALSE;}default{ state_entry() { init(); } attach(key id) { if(id!=NULL_KEY) { init(); llOwnerSay("Say 'draw' to draw me, then enter mouselook and click to fire."); } } run_time_permissions(integer perm) { request_permissions(perm); } listen(integer channgel, string name, key id, string message) { message==llToLower(message); if(message=="draw") { draw(); }else if(message=="holster" || message=="holst" || message=="sling") { holster(); }else if(message=="reload" || message=="r") { reload(); }else if(message=="safe" || message=="safety" || message=="safety on") { safe(TRUE); }else if(message=="unsafe" || message=="nosafe" || message=="safety off") { safe(FALSE); }else if(message=="notext" || message=="textoff" || message=="text off" || message=="no text") { notext=TRUE; llSetText("",<1,1,1>,1); }else if(message=="text" || message=="texton" || message=="text on") { notext=FALSE; safe(safety); }else if(message=="damage" || message=="db" || message=="d") { llOwnerSay("Damage Bullet selected. Does 0 LL damage."); damage=100; llMessageLinked(LINK_SET,damage,"damage",""); setFloating(); }else if(message=="training" || message=="tb" || message=="t") { llOwnerSay("Training Bullet selected. Does 1 LL damage."); damage=1; llMessageLinked(LINK_SET,damage,"damage",""); setFloating(); }else if(message=="a" || message=="auto" || message=="automatic" || message=="full auto") { if(auto && !useauto) { useauto=TRUE; llOwnerSay("Full Automatic firing mode selected."); llMessageLinked(LINK_SET,FALSE,"safety",""); setFloating(); } }else if(message=="s" || message=="semi" || message=="semiauto" || message=="single") { if(auto && useauto) { useauto=FALSE; llOwnerSay("Semi-Automatic firing mode selected."); llMessageLinked(LINK_SET,TRUE,"safety",""); setFloating(); } }else if(message=="version") { llWhisper(0,llGetScriptName()); }else { list parts = llParseString2List(message,[" ",".",":"],[]); string command = llList2String(parts,0); if(command=="vel" || command=="v" || command=="velocity") { integer newvel = (integer)llList2String(parts,1); if(newvel<=0) { usevel=velocity; }else { usevel = newvel; } llMessageLinked(LINK_SET,(integer)usevel,"velocity",""); llOwnerSay("Velocity: " + (string)((integer)usevel)); }else if(command=="ammo" || command=="clip" || command=="mag" || command=="m") { integer newclip = (integer)llList2String(parts,1); if(newclip<=clipSize && newclip>0) { useclip=newclip; }else { useclip=clipSize; } llOwnerSay("Magazine Size: " + (string)useclip + " rounds."); if(ammoLeft>useclip) ammoLeft=useclip; setFloating(); } } } control(key id, integer level, integer edge) { integer start = level & edge; integer end = ~level & edge; integer held = level & ~edge; integer untouched = ~(level | edge); if(!safety && ((held & CONTROL_LEFT) || (held & CONTROL_ROT_LEFT)) && ((held & CONTROL_RIGHT) || (held & CONTROL_ROT_RIGHT)) ) { reload(); } if(safety || (!auto && (llGetUnixTime()-lastFireTime)<delay ) ) return; if((start & CONTROL_ML_LBUTTON) && (untouched & CONTROL_DOWN) ) { if(useauto) { llLoopSound(fire_sound,1); }else { llTriggerSound(fire_sound,1); } fire(); } if( (held & CONTROL_ML_LBUTTON) && useauto && (untouched & CONTROL_DOWN)) { fire(); } if(end & CONTROL_ML_LBUTTON && (untouched & CONTROL_DOWN)) { if(useauto) llStopSound(); } } changed(integer change) { if(change & CHANGED_OWNER) { llResetScript(); } } timer() { if((llGetAgentInfo(llGetOwner()) & AGENT_MOUSELOOK) && !activated && !holstered) { llStopAnimation(idle_anim); llStartAnimation(active_anim); activated=TRUE; deactivated=FALSE; } else if(!(llGetAgentInfo(llGetOwner()) & AGENT_MOUSELOOK) && !deactivated && !holstered) { llStopAnimation(active_anim); llStartAnimation(idle_anim); deactivated=TRUE; activated=FALSE; } }} i also found sadly something wrong in my bullet script which is this part: collision_start(integer total_number) { llSetPrimitiveParams([PRIM_PHYSICS, FALSE]); llSetPrimitiveParams([PRIM_PHANTOM, TRUE]); key id = llGetOwner(); key owner = llGetOwner(); if (id == owner) { } else { The problem is that i made the id and owner key getting only the llGetOwner, both will be the same "ID", so the bullets will never able to hit sadly. How can i change the Id key that it actually gets the id from the one who is hit (or like) so that the bullets actually react if they hit another person?
  4. i tried that but they still bounce pretty much off the walls before they stop...dang...(like it didnt helped very much)
  5. if you could tell me how i can change that in the right counter i guess i would do so ^^; i will not ruin something if i duno how to work with this LLComment which i barely understand
  6. I kinda did this already as i add the lines collision_start(integer total_number) { llSetPrimitiveParams([PRIM_PHYSICS, FALSE]); llSetPrimitiveParams([PRIM_PHANTOM, TRUE]);... but i guess its a reaction time which needs to long "loading" the full script. Or at least its not the right outcome, sadly. Still thanks.
  7. Its a bit hard to explain what i mean but i give it a try. Since i work on a own battle system i used a simple t3 weapon as "sample" and add the damage input into it. but becourse i dont wana hurt myself with the bullets (which sadly happend if i fired the gun and just run/walked forward) i tried something like this: integer channel =10; float force_amount = 0.0; default { state_entry() { llSetTimerEvent(65.0); llListen(channel,"",NULL_KEY,""); } on_rez(integer start_param) { llPreloadSound("c5643d12-6e74-fc47-e821-996b1059ec1c"); } collision_start(integer total_number) { llSetPrimitiveParams([PRIM_PHYSICS, FALSE]); llSetPrimitiveParams([PRIM_PHANTOM, TRUE]); key id = llGetOwner(); key owner = llGetOwner(); if (id == owner) { } else { if (llDetectedType(0) & AGENT) { integer chan = -956535255; key target = llDetectedKey(0); string command = "DAMAGE"; string modifier = "5"; string sender = "Pistol Bullet"; llTriggerSound("c5643d12-6e74-fc47-e821-996b1059ec1c",0.8); llSay(chan, (string)target + " )( " + command + " )( " + modifier + " )( " + sender); llSetDamage(0); llPushObject(llDetectedKey(0), force_amount*llRot2Up(llGetRot()), ZERO_VECTOR, FALSE); llDie(); } } llDie(); } timer() { llDie(); } listen(integer channel, string name, key id, string message) { if(llGetOwner() == llGetOwnerKey(id)) { if(message =="Remove"); llDie(); } } } After all, the bullets sure dont hurt myself anymore, they still need a long time now to react - which means they bounce still of walls a long time before they finally dissappier. So my question is, how can i change it that the bullets well..."stay faster" at one place after they hit "something" (walls, enemys, maybe even myself) or is there a way to make it easier that my own bullets dont hurtmyself without changing the rez-place from the bullets to much (which i dont wana change coz i could "shot truh walls" if i let them rez to far from me - if you know what i mean)? Maybe someone can edit the parts for me, im not that good even if i really try hard ^^;
  8. Well im pretty much building along the last times in SL but i have a lil problem coz i really dont know how i could create that. I try to create some thing like a collecting hud, a simple one, like you collect coins or like. Let me explain myself what i tried but sadly failed. It sure is for a kind of game where the "Player" should collect a special number of, let me use as sample, Coins to win the game. So What i want (and i guess need...) is that this said Object reacts to the player and adds "1 Point" (as sample) to the hud the player is wearing. As example, try to image something like a simple Ring our coin counter from the Sonic or mario games. Thats kinda all i want. But insteed of numbers, i wana use textures which would be simple named by "Coin00" up to "Coin10" So everytime you collect such "coin" the counter should rise a number, so changing the texture by one ("Coin00","Coin01","Coin02" and so on). The object sure should disapier if you touched/collect it. If the player got 10 coints, the hud should say something like "You WIN!" and reset the counter after maybe 5 Seconds - same if you detach the hud that the counter resets to "0". I duno if thats possible but my scripting experience didnt helped me. I would be really thankful if someone may could help me with if not maybe even create this easy stuff/scripts (heh, said by the one who cant create them...<<; ) since textures are not a problem for me to create. Only this....both scripts (i think i need 2 coz one for the object to collect and one for the hud)....i really tried now 3 month but i gave up... -.-
  9. well dang it... still, thank you all for your help, it helped me still, somehow heh...
  10. Well yea that pretty much my problem and i tried a lot but nothing worked It sounds easy but i guess im just to dump to understand it XD So i wana click a object, as sample a button in a hud i create, which activates a simple gesture which NORMAL activates if you use the comment "/4heal self" (you might can see where i wana use it lol) Its not really a "gesture", since its a chat comment the user have to make that the Button script from the Hud button reacts but as i said i want that it also reacts by clicking it with another script in it (coz i need this script SOLO for something else maybe) but i guess if i create a gesture which will write that down in the chat if this possible than the button can active the gesture...well yea i guess i kinda need that script. EDIT: Yea i made a gesture which runs on the comment "/4heal self" but i still need that the object if you click it USES this gesture since it only works if i write down the comment and not by clicking the button.... So i really need some help, thank you in advance! If it helps, here the Script i use which the gesture active: key target; integer ready = TRUE; key owner; integer listening; integer cooldown = 25; integer QUERYchan = -156535255; integer HEALcost = -25; integer APIchan = -956535255; default { state_entry() { owner = llGetOwner(); llListen(4,"",owner,""); } timer() { llSetTimerEvent(0); ready = TRUE; llOwnerSay("BANDAGE ready"); } attach(key id) { if(id != NULL_KEY) { llResetScript(); } } listen(integer chan, string name, key id, string msg) { if(chan == QUERYchan) { list data = llCSV2List(msg); if(llList2Key(data,0) == owner) { if(llList2Integer(data,3) >= -HEALcost) { llTriggerSound("c4db9967-7986-1e49-9dee-c0775ae74b49",1.0); llSetTimerEvent(cooldown); ready = FALSE; llOwnerSay("Aiding "+llKey2Name(target)+"..."); llWhisper(APIchan,(string)owner + " )( AP )( "+(string)HEALcost+" )( first aid kit"); llSay(APIchan,(string)target + " )( HEAL )( 30 )( "+llKey2Name(owner)); llListenRemove(listening); } else { llOwnerSay("Not enough AP to aid!"); } } } else { if(ready == TRUE) { if(msg == "heal self") { target = owner; listening = llListen(QUERYchan,"","",""); llWhisper(APIchan,(string)owner + " )( QUERY"); } } else { llOwnerSay("Not ready for that..."); } } } sensor(integer number) { target = llDetectedKey(0); listening = llListen(QUERYchan,"","",""); llWhisper(APIchan,(string)owner + " )( QUERY"); } }
  11. I tried yours but its anyhow not working, meaning there is a error with the list. Anyways i fixed the "==" thing (thanks again!) and deleted some stuff so i made it working like this now key owner;vector defaultcolor = <0,1,0>;integer HP = 100;default{ state_entry() { owner = llGetOwner(); llListen(-156535255,"","",""); } attach(key id) { HP = 100; llSetTexture("HP00",ALL_SIDES); llResetScript(); } listen(integer chan, string name, key id, string msg) { list temp = llCSV2List(msg); if((llList2Key(temp,0) == owner) && (llList2String(temp,1) == "UPDATE")) {HP = (integer)llList2Integer(temp,2); } if(HP == 0) { llSetTexture("HP00",ALL_SIDES); } if(HP >= 1) { if(HP <= 10) { llSetTexture("HP01",ALL_SIDES); }} if(HP >= 11) { if(HP <= 20) { llSetTexture("HP02",ALL_SIDES); }} if(HP >= 21) { if(HP <=30) { llSetTexture("HP03",ALL_SIDES); }} if(HP >= 31) { if(HP <= 40) { llSetTexture("HP04",ALL_SIDES); }} if(HP >= 41) { if(HP <= 50) { llSetTexture("HP05",ALL_SIDES); }} if(HP >= 51) { if(HP <= 60) { llSetTexture("HP06",ALL_SIDES); }} if(HP >= 61) { if(HP <= 70) { llSetTexture("HP07",ALL_SIDES); }} if(HP >= 71) { if(HP <= 80) { llSetTexture("HP08",ALL_SIDES); }} if(HP >= 81) { if(HP <= 90) { llSetTexture("HP09",ALL_SIDES); }} if(HP >= 91) { if(HP <= 100) { llSetTexture("HP10",ALL_SIDES); }} }}
  12. I tried lately to make a easy HP HUD for a fight system its based on the problem is anyhow i made somewhere a misstake i guess with the >/< stuff here the script i use, its normaly a easy texture based HUD, the textures are not missing or something but it will not change anything (texture wise): key owner; vector defaultcolor = <0,1,0>; integer HP; default { state_entry() { owner = llGetOwner(); llListen(-156535255,"","",""); } attach(key id) { llResetScript(); } listen(integer chan, string name, key id, string msg) { list temp = llCSV2List(msg); if((llList2Key(temp,0) == owner) && (llList2String(temp,1) == "UPDATE")) { string HP = llList2String(temp,2); } if((llList2Key(temp,0) == owner) && (llList2String(temp,1) == "UPDATE")) { if(HP = 0) { llSetTexture("HP00",ALL_SIDES); } if(HP >= 0) { if(HP <= 9) { llSetTexture("HP01",ALL_SIDES); } } if(HP >= 10) { if(HP <= 19) { llSetTexture("HP02",ALL_SIDES); } } if(HP >= 20) { if(HP <= 29) { llSetTexture("HP03",ALL_SIDES); } } if(HP >= 30) { if(HP <= 39) { llSetTexture("HP04",ALL_SIDES); } } if(HP >= 40) { if(HP <= 49) { llSetTexture("HP05",ALL_SIDES); } } if(HP >= 50) { if(HP <= 59) { llSetTexture("HP06",ALL_SIDES); } } if(HP >= 60) { if(HP <= 69) { llSetTexture("HP07",ALL_SIDES); } } if(HP >= 70) { if(HP <= 79) { llSetTexture("HP08",ALL_SIDES); } } if(HP >= 80) { if(HP <= 89) { llSetTexture("HP09",ALL_SIDES); } } if(HP >= 90) { if(HP <= 101) { llSetTexture("HP10",ALL_SIDES); } } } } } Can maybe someone fix it for me? would be nice coz i kinda freaked out. I guess that </> stuff kinda blowed my mind ^^; before someone ask, the orignal its based on, its just a hover text HUD which looks like this (and yea this one actually works) key owner; vector defaultcolor = <0,1,0>; default { state_entry() { owner = llGetOwner(); llListen(-156535255,"","",""); llSetText("Turn on your Spy Meter to show status",<1,1,1>,1.0); } attach(key id) { llResetScript(); } listen(integer chan, string name, key id, string msg) { list temp = llCSV2List(msg); if((llList2Key(temp,0) == owner) && (llList2String(temp,1) == "UPDATE")) { llSetText("Spy Status\n"+llList2String(temp,2)+" HP / "+llList2String(temp,3)+" AP",defaultcolor,1.0); } } }
  13. so how can i fix this insteed? (just as edit: im a total noob in scripting...)
  14. now it replays (endless...) " Heard <SPY FIGHT SYS 1.00A< say >d506d76d-8ddf-430a-b0e7-e78a57699104,UPDATE,100,100< " I also god a notecard where i add the "armor state" to it, maybe it helps a bit further API Commands Global API Channel - (v2.0): -956535255 SYNTAX: targetUUID )( command )( modifier )( sendername EXAMPLE: fe0f105a-3a2a-4d70-ad1e-6cac0da5388d )( damage )( 10 )( Lava flow COMMANDS: heal armor (only for armor you can wear) ap (use negatives to take away AP) damage (requires sender) stun (Does not need mod or sender to work) slow (Does not need mod or sender to work) message (Message in modifier) QUICK DROP SCRIPT: (Heal example. Mod for fast API scripts) integer chan = -956535255; key target = llDetectedKey(0); string command = "HEAL"; string modifier = "25"; string sender = "Stimpack"; llSay(chan, (string)target + " )( " + command + " )( " + modifier + " )( " + sender);
  15. Well as i said, i created a script but my problem is that does not reset with the hud i use for, i tried to fix it but i gave up, only add the things i need but i cant get it. the problem i have is that if im dead, it does not reset, either if i reset my hud. so i duno if it could be fixed here but i give it out as info. key owner; vector defaultcolor = <0,1,0>; integer used = 0; default { state_entry() { integer used = 0; owner = llGetOwner(); llListen(-156535255,"","",""); llSetText("Turn on your Meter!",<1,1,1>,1.0); } attach(key id) { llResetScript(); } listen(integer chan, string name, key id, string msg) { list temp = llCSV2List(msg); if((llList2Key(temp,0) == owner) && (llList2String(temp,1) == "UPDATE")) { if((integer)used == 0) { integer chan = -956535255; key target = llDetectedKey(0); string command = "ARMOR"; string modifier = "2"; string sender = "Ribbon"; llOwnerSay("Your Armor increase by 2!"); llTriggerSound("BUFF",0.8); llSay(chan, (string)target + " )( " + command + " )( " + modifier + " )( " + sender); llSetText("",defaultcolor,1.0); used = 1; llSleep(1.0); } } } } also maybe that helps: the comment to turn the hud on is /9on off its /9off
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