Profaitchikenz Haiku
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Everything posted by Profaitchikenz Haiku
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That'll teach me to mix seriousness and frivolity in the same post, won't it I actually think it is a good thing that LL don't rush to add TPV features left, right and centre. And all those beautiful mesh bodies wouldn't be seen dead with a hint of a forehead furrow, so I guess that's why nobody asked them to f1xx0r it...
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scripting Need Help Making a Basic Script
Profaitchikenz Haiku replied to x902xXipher's topic in LSL Scripting
^This. I've been getting worried about more and more people wanting build and script outside SL. Going inworld seems to be just the final installation phase. One of the biggest advantages of SL (and other OS worlds) is the collaboration that is available, people can show each other tips, techniques, problems, and demonstrate solutions without having to have a Youtube channel. I appreciate the spate of TP-fails may have put some people off going around in the world, but those days are passed (I hope) and I think we should be encouraging people wanting to learn how to build and script to get inworld, and explore the possibilities. -
scripting Need Help Making a Basic Script
Profaitchikenz Haiku replied to x902xXipher's topic in LSL Scripting
Builders Brewery do classes -
At the time, I had been running several sets of tests trying to assess region performance using scripts. The Lindens stated it was a "configuration change", and what I saw once all the parcels I was monitoring had been changed was there was no longer such an impact when avatars with scripts entered or left a region. Prior to this change, timers could lose a second when an avatar arrived, after the change I wasn't seeing impacts on the timers. The other things I was testing, such as Keyframed motion or move to target objects were not affected by the changes.
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It's a TPV extra, I don't think the LL viewers implemented it or XML exports.
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Large Map not accurate in updating
Profaitchikenz Haiku replied to Count Burks's topic in Second Life Server
Are you sure it isn't just a stable pattern? -
They tried, but I don't believe there were any successes. Perhaps the Goats stared back?
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Goats for staring at?
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XY and all the other several YYYY and ZZZZZ text
Profaitchikenz Haiku replied to ItHadToComeToThis's topic in LSL Scripting
I did it for a hangman game, creating the texture inworld and snapshotting it for subsequent processing. Rez the required number of cubes and arrange them in the required matrix. Apply each character to the desired face within the matrix. (Best done in a standalone or the beta grid to avoid upload costs) Turn off ALM Set Sun position to midday. Rotate the link set to get the most even distribution of lighting Play with your camera angle and get snapshots Trim the snapshots until you get the best one of the matrix of characters. (If necessary, use Transform Tools in Gimp to get rid of minor perspective distortion) (If necessary, use IrfanView's Adjust-Colour option to even out the texture) Crop and resize to a sensible image dimension. -
No. The closest you could get to this would be to create some animations that position the upper arms only and upload at P5, but that would simply lock the upper arms to that position and disallow other animations of lower priority moving the upper arms, it would not actually constrain them.
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Some form on manoeuvring? That'll be for full-astern, I expect. I wonder what they use for Splice the Mainbrace? Slightly more serious though, using characters like that at the head of an animation name could be a way of supplying extra information to the script. For example, although there might be several sit positions on the yacht, the LVS- animations might only play if the avatar for whom they are requested is seated on a particular child prim. This technique allows you to have one single script for the object instead of a sit-script inside each poseable child.
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Script behavior in unoccupied sims?
Profaitchikenz Haiku replied to Shard Soyinka's topic in LSL Scripting
I would go with Animats' suggestion of checking where the object has got to at the appropriate event, moving_end for keyframedmotiopn, at_target for movetotarget, or a timer event for a timeout, and do two things: Stop the movement and set position and rotation to where it was hoped to get to if not there. Check region idle and if idling, go to another state or pause your moving sequence, set a timer to check for region no longer idling. The best check for this is an avatar presence of > 0. -
So we are the descendants of the Virtual Pilgrim Fathers? /me goes in search of the Wreck of the Mayflower.
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You could say the same about the planet earth. (It wasn't created by them or specifically for them, they just happen to be there and to the best of our knowledge, nowhere else.) Re-arranging slightly to get rid of the pejoratives, one could say "The earth/SL allowed life/avatars to thrive and flourish and so became established places where life/avatars can be found."
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Deploy Plans for the week of 2020-03-30
Profaitchikenz Haiku replied to Maestro Linden's topic in Second Life Server
"Time passes slowly, just this side of paradise..." (Manfred Mann)