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Profaitchikenz Haiku

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About Profaitchikenz Haiku

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  1. Multiply first and then divide, otherwise the division might result in too small a result. As you are using integers, if the result is less than 1 no amount of subsequent multiplication is ever going to raise it above zero.
  2. default { state_entry() { list test = [7.453, 2.453, 1.345, 65.432, 23.433]; test = llListSort(test, 1, TRUE); llOwnerSay(llList2CSV(test)); } } gave 1.345000, 2.453000, 7.453000, 23.433001, 65.431999 BUT... default { state_entry() { list test = ["7.453", 2.453, 1.345, 65.432, 23.433]; test = llListSort(test, 1, TRUE); llOwnerSay(llList2CSV(test)); } } Gave 7.453, 1.345000, 2.453000, 23.433001, 65.431999 At this point therefore I think you're going to have to paste your script, otherwise your assertions are not very well supported and somebody might get hurt when they topple to the ground
  3. There is one other possible explanation, the skybox contains a path-cut prim for the root, causing the centre of the link-set to fall outside the parcel when trying to rez exactly on the centre of the parcel coordinates, but the only time I have encountered this was in the past when mega-prims were still used. I suggest the OP finds a sandbox and rezzes the skybox there so they can examine the bounding box and linkset centre.
  4. People on text-viewers also seem to be always floating a metre off the ground bobbing gently up and down. They would be perfect candidates for the behaviour the OP complained of, because they aren't going to be able to see the full sim, and of there's nobody there to text with they'll be on their way as soon as the radar shows an empty sim.
  5. The main reason people go around SL visiting regions is a) to shop, or b) to find other people. (I've left out the sailing/flying/driving ones as they don't seem relevant here) Assuming b) is relevant here, your *main* is up against the problem everybody who starts a sim for Roleplay. clubbing or socialising faces: visitors to these sims are put off by low avatar density. Equally, if you stuff it full of alts, they'll realise just from the profiles or where the green dots are that there's no real people there and poof just as quickly. The real answer here is motivation, do it for yourself, not for others.
  6. The problem is with "0" which is for an unlinked prim, use 1 for the root prim,, (or LINK_THIS) see http://wiki.secondlife.com/wiki/LlSetLinkPrimitiveParamsFast#llSetLinkPrimitiveParamsFast for more detail As Innula said, you must ensure the script is on the root prim,. and also to not try and move it more than 10 metres at a time using changed to PRIM_POSITION.
  7. These two scripts will record the inworld position and rotation of a link set in the description field and reposition a wayward linkset to the saved position and rotation. They replicate the "Restore to last position" ability that some TPVs offer without having to take the item back into inventory. Warning! If a linkset already uses the description field for some other purpose this is going to break it! // set the position and euler rotation into the object description field key owner; vector myPos; rotation myRot; vector myAng; string details; default { state_entry() { owner = llGetOwner(); myPos = llGetPos(); myRot = llGetRot(); myAng = (llRot2Euler(myRot)) * RAD_TO_DEG; details = "@" + (string) myPos + "&" + (string) myAng; llOwnerSay(details); llSetPrimitiveParams([PRIM_DESC, details]); llRemoveInventory(llGetScriptName()); } } This second script is dropped into a linkset to reposition it. // use the position and euler rotation in the object description field to put the linkst back key owner; vector myPos; rotation myRot; vector myAng; string details; integer posAt = -1; integer rotAt = -1; integer len; default { state_entry() { owner = llGetOwner(); details = llList2String( llGetPrimitiveParams([PRIM_DESC]), 0); len = llStringLength(details); posAt = llSubStringIndex(details, "@"); rotAt = llSubStringIndex(details, "&"); if( posAt == -1 || rotAt == -1) { llOwnerSay("No entries detected in " + details); } else { myPos = (vector) llGetSubString(details, posAt + 1, rotAt - 1); myRot = llEuler2Rot( ((vector) (llGetSubString(details, rotAt + 1, len)) * DEG_TO_RAD) ); llOwnerSay("Position at " + (string) myPos + " rotated to " + (string) myRot ); if( myPos != ZERO_VECTOR) { llSetRegionPos(myPos); llSetRot(myRot); } } llRemoveInventory(llGetScriptName()); } }
  8. Can't help with the cloud-move, but the region-returns sounds nasty and it's the sort of thing I've had my own nightmares over. I'm not sure if this suggestion would be practical for an entire region, but I've had similar issues in the past, and there is something you can do. Each link-set that you have rezzed inworld could have an entry in the description field of the form "@<position>&<rotation in degrees>" , which is created by dropping a script into the item to write that information. (Eg @<150.35,94.75,1004.2>&<0.0, 0.0, 90.0>) It shows you where it should be, and shows the rotation in human-readable degrees, not Hamilton quaternions that mean little to the non-geek. If/When the item gets displaced or thrown back into your L&F, you can at least restore them to their recorded positions using a script that is dropped in the linkset to read the position and rotation stored in the description field and move the linkset back to those values (Or, you can just manually edit the object, moving it to the X-Y-Z values and then rotating it to the appropriate degrees). I developed this method to try and get around the creep problem that seems to happen with restarts when things move slightly from where they should be and gaps start to appear. If you wish I can give you a couple of scripts, one to store the current position and rotation in the description field, one to restore the object to the stored position, but I have to say it could be a lot of work for a full region. And obviously no-mod items are not going to be amenable to this approach. ETA on my wish-list is a TPV option to write to a notecard the names, position and rotation of every link-set in a parcel, some of them do give a sort of list but it's a bit of a kludge to scrape the text from the floater and stuff it into notepad. ETETA I've stuck the two scripts into the script library forum for those brave souls who love to jump in feet-first regardless of how many alligators there are in the swamp.
  9. A couple of things to try. Change your camera so that it can move through prims and constraints are disables, then cam down beneath the grass, try grabbing at the object that way. Or, using the select tool in "edit mode", "select only my objects", select by surrounding,
  10. I never knew that was possible, but now I've tried it I see how very handy it is. I also suspect that with people who wear clickable attachments some confusion could arise when hovering and clicking them if the body intercepts any click attempts not quite on target for the attachments. ( I speak as one who used to do a lot of clicking on avatars wearing clickable attachments
  11. Without knowing what you like or loathe it's going to be hard to offer any specific advice. My suggestion is you use the search function and type words into the "places" field, then go around them seeing what's going on there. If you have a specific thing you'd like to do such as roleplay this approach will lead you to those sorts of places. If you are more interested in exploring or adventures then the sort of phrase you put in will also find some possible destinations. If you don;t know what you want to do then just pick random words like "marmalade" or "phantom" and hope to be surprised. SL responds well to people who go out there and look around, and poorly to people who stand in a corner and ask "where is everyone?" Good luck
  12. I'll try your suggestion, I would like to be able to get close to scale again, if only to make buildings that can be used for snapshots without the avatar's head barely reaching the dado rail
  13. Unless you always roam in mouselook you are going to have to add an extra 1 to 2 metres to the length and breadth of a building otherwise it just becomes tedious moving around and constantly adjusting the camera to either drag it back out of the walls or else reset it from where the collision bashed it to. I came to SL from the train simulator world where everything was to perfect scale, but I'll trade the true-scale for the social side of SL without a tear. And then there's the problem that not all avatars conform to the expected humanoid height (Get 'em out by Friday ?) I got rapped on the knuckles for the first working train I made here in SL, a super-tall (2.4metre) visitor sat on the seats but then when they tried to stand up to leave at the next station they couldn't get through the doorway to get off and were dragged hither and thither until I de-rezzed the railcar. My first reaction was to put a loading-gauge at the stations and refuse entry to any body.thing that clobbered it.
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