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Volupta

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  1. OMG it worked!!!! Woots thank you soooo much. :catvery-happy:
  2. Okay I'm cutting and splicing different scripts as I learn, trying to create a script that will deliver an entire folder. Then change text after successful delivery. It has to go to a particular avatar, and I do not want it to change text unless it delivers to the correct avatar. It is working all the way until the end of the script. It does not deliver to the wrong avatar, and does deliver to the correct. Problem I am having is if it does not deliver, it still sets the text like it did. I'm sure there is an if command I'm missing. Any help is appreciated. // testing not getting it right yet. string message = "whatever you want it to say"; key id = "key of receiving avatar"; string name = "Avatar name"; default { state_entry() { llSetText(" " + name + ", Click for delivery." , <3.0,1.0,0.0>, 1); } touch_start(integer num_detected) { string thisScript = llGetScriptName(); list inventoryItems; integer inventoryNumber = llGetInventoryNumber(INVENTORY_ALL); integer index; do { string itemName = llGetInventoryName(INVENTORY_ALL, index); if (itemName != thisScript) { if (llGetInventoryPermMask(itemName, MASK_OWNER) & PERM_COPY) { inventoryItems += itemName; } else { llSay(PUBLIC_CHANNEL, "Unable to copy the item named '" + itemName + "'."); } } } while(++index < inventoryNumber); // if the list is empty, the length of the list is 0 (FALSE) if (!llGetListLength(inventoryItems)) { llSay(PUBLIC_CHANNEL, "No copiable items found, sorry."); } else { llGiveInventoryList( id, llGetObjectName(), inventoryItems);// 3.0 seconds delay llInstantMessage( id, message); llSetText("Delivered to " + name +" on " + llGetDate() , <1.0,0.0,0.0>, 1); } } }
  3. Okay I'm cutting and splicing different scripts as I learn, trying to create a script that will deliver an entire folder. Then change text after successful delivery. It has to go to a particular avatar, and I do not want it to change text unless it delivers to the correct avatar. It is working all the way until the end of the script. It does not deliver to the wrong avatar, and does deliver to the correct. Problem I am having is if it does not deliver, it still sets the text like it did. I'm sure there is an if command I'm missing. Any help is appreciated. // testing not getting it right yet. string message = "whatever you want it to say"; key id = "key of receiving avatar"; string name = "Avatar name"; default { state_entry() { llSetText(" " + name + ", Click for delivery." , <3.0,1.0,0.0>, 1); } touch_start(integer num_detected) { string thisScript = llGetScriptName(); list inventoryItems; integer inventoryNumber = llGetInventoryNumber(INVENTORY_ALL); integer index; do { string itemName = llGetInventoryName(INVENTORY_ALL, index); if (itemName != thisScript) { if (llGetInventoryPermMask(itemName, MASK_OWNER) & PERM_COPY) { inventoryItems += itemName; } else { llSay(PUBLIC_CHANNEL, "Unable to copy the item named '" + itemName + "'."); } } } while(++index < inventoryNumber); // if the list is empty, the length of the list is 0 (FALSE) if (!llGetListLength(inventoryItems)) { llSay(PUBLIC_CHANNEL, "No copiable items found, sorry."); } else { llGiveInventoryList( id, llGetObjectName(), inventoryItems);// 3.0 seconds delay llInstantMessage( id, message); llSetText("Delivered to " + name +" on " + llGetDate() , <1.0,0.0,0.0>, 1); } } }
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