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Profaitchikenz Haiku

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Everything posted by Profaitchikenz Haiku

  1. Well, the attitude is certainly that of an 8-year old ... You'll need to look through the other scripts to find out how to determine which gear, then in the above script, set force to 0.0 if in neutral, or -ve if in reverse. Without the rest of the scripts nobody can help more that this much.
  2. Have you checked that they're compiled to Mono rather than LSL?
  3. The simplest method seems slightly cumbersome but is at least predictable: Cast the float to a string. get the length of the string. Test the last character, if it is a zero, reduce the length of the string by one Test again, until the character is not a zero. Then go back by one until the character is a zero. Return the portion of the string from start to that last position. I can't see any value in trying to remove RHS zeros from a float, I would only apply this method when what you need is a string representation of a float for some purpose.
  4. ^^^I can't stress how important this is.^^^ When you're trying to compare different script methods, you either have to wait until this period has elapsed before taking script time for the new method, or, you can try taking the difference between consecutive script time readings and tracking that change. Bear in mind that because of that 30 minute averaging period, there will always be a skew one way or the other, unless there is no significant change. Also, bear in mind that waiting 30 minutes before performing the next set of readings might mean there has been a change to the region and more or less activity going on would also have some bearing on the readings. Ultimately,. to compare method A with method B you are best writing timestamps at the start and end of the test and using the difference between them to assess the methods.
  5. It is possible that there are differences in the Hud angle: since you are rezzing from a Hud the object will get the initial rotation from that hud. Try debug statements to examine the Hud rotation just before rezzing, and the arrow rotation immediately on rezzing before any other correction have been applied and look for a difference there.
  6. Not in any controllable way, animations are played client-side, so what you observed was purely on your computer, somebody else watching would not necessarily see the same thing. You could try playing around with Niran's pose maker in Black Dragon and see if there's any way in there of pausing or freezing an animation.
  7. The only way I know to do what you want is to set a rotation or position for each bone that isn't to be moved, it only needs to be 1 or 2 degrees of rotation but that will cause that bone to retain the position you give it. The bone will need that rotation for each frame, so be careful you don't have inverse kinematics on and move it as a result of some other bone movement.
  8. The listen event will get the uuid of the object it has heard from via the third argument, id. Use this uuid in llGetObjectDetails(id, [OBJECT_OWNER]); the first item in the list it gets will be the key of the owner of the object, this is what you need for the instant message listen(integer ch, string name, key id, string msg) { list params = llGetObjectDetails(id, [OBJECT_OWNER]); key talkTo = llList2Key(params, 0); llInstandMessage(talkTo, .... }
  9. Something interesting and unexpected today: I was wandering around with my Alt account, when he got the "Darn, you have been logged out" attempting a TP. I logged in as myself, and saw he was shown as online, so I sent him an IM. No response, obviously. Two minutes later I sent a followup IM. This time, I got the "user not online" as I expected. So in addition to losing track of where the avatar was, what windows they had open, etc, SL is also not even able to change the status of one of these in-limbo souls? It seems to me slightly odd that a user should be logged out of SL and yet their status isn't then set as being offline?
  10. "I'm a bot" "No, I'm a bot, and so is my wife!" (Always look on the bright side of SecondLife)
  11. You wait till ChatGPT starts posting to these forums...
  12. Whatever is happening seems specific to SL: I am getting these "Darn---" messages several times a day in SL, but I have never seen them in any of the other grids. But they're also nothing new so can't be used as a stick to clobber AWS. I have an two occasions seen this TP fail when trying to go from one location to another point in the same region, and in both instances the region was empty so it doesn't seem to be due to avatar-loading, and due to the nature of the regions it wasn't due to breedables, AMT's vehicles, or any of the usual suspects.
  13. Most definitely. It is essential to have a "home" position to which the object can be safely moved to by llSetRegionPos, and in a changed event for Region restart, kill all KFM motion and set position to home before resuming KFM.
  14. I'm guessing hoping he means what happened about 18 months back when "changes to configurations" got rid of all those scripts run % low figures? It cured the really appalling performance issues I was seeing in puppeteered objects but I live in fear of it starting up again.
  15. My guess is that since this is a gap of milliseconds it's the time taken by the server and network to send the updated information to the client for each of the avatars, which will be done in some sort of order, either by key or by name, so the clients won't get the information at the exact same time.
  16. If any of the child prims have a script which actions a touch event these will still respond to a touch even though you have set the root prim to ignore clicks., you might need to ensure that link messages go to all child scripts to disable or enable touches.
  17. This is a snippet to illustrate what you need to do. string fullText; replaceWord (string oldWord, string NewWord) { integer findWordLen = llStringLength(oldWord); // need to know how many characters we are going to drop integer fullTextLen = llStringLength(fullText); // need this to get the tail of the string after chopping out oldWord integer startPos = llSubStringIndex(fullText, oldWord); // where does it begin? if( startPos > -1) { integer keepPos = startPos + findWordLen; // where the old word ended and we want to carry on from fullText = llGetSubString(fullText, 0, startPos - 1) + newWord + llGetSubString(fullText, keepPos, fullTextLen - 1); } }
  18. Depending on the TPV you can get this information into a notecard by opening the members floater, clicking in it, then using Ctrl-A and Ctrl-C to select all and copy, followed by pasting it into a notecard or an external text editor. I know it's not a scripting solution but sometimes the manual ways are the best, keeps your motor-dexterity skills active.
  19. Your best bet is to not sleep the script but time how long the animation runs for, put the call to activate it in a function which you call from the request permissions event, and set a timer in the function. In the timer event, cancel the timer and then call the function, so the animation plays and sets the timer. As the animation isn't looped there is no need to stop it.
  20. With some of the floaters such as area search, you can click into the results window, use Ctrl-A to select all, copy, and then paste into a notepad or other such text editor. With a bit of work you can then get that into a spreadsheet.
  21. or, trying to get the fractional part to be an exact power of two ( 1/2, 1/4, 1/8,...). As the Japanese say "Very difficult".
  22. In how many years? Yes, that would be nice. ETA the reason for my disillusionment is that this "can't see half the objects that I know are around me until I TP off region and TP back again or invite a friend with a TPV who can right-click on the things I can't see and choose 'texture refresh'" is still happening with no sign of LL being able to fix that . Likewise the random upsetting of alpha textures on foliage. And one or two other things (Darn, you have been logged out of SL). I am not sure that getting things fixed is as exciting as making new things. For( i = 1 ; i < 100; i++) llSay(0, "I must not get cross about things that don't seem important enough to get fixed");
  23. For Dead End, it was the final nail in the coffin. "A database too far..."
  24. Looking at that, yes, it looks much better for working out where to place an avatar, particularly when there are standing or bending over poses. I'm guessing that you would use something like height - torso-length to determine where the fundament of the avatar is, but as you have alluded to, the thickness of the thighs would be the main determining factor as to how high or low the avatar is to go?
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