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THEEVILSQUIRREL Chronowire

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Everything posted by THEEVILSQUIRREL Chronowire

  1. Same is happening for my listing, The same happened before in the last listing I did when this blew up. I manually put in the link it gives for the link instead of clicking the hyperlink in the post on the vendor portal, and it goes to a product not made by me. I seriously do hope I am not paying for someone else's ad. Sent in ticket yesterday, not responded yet.
  2. Same here, and if I put in the link manually and not click the hyperlink it goes to someone elses product.
  3. We are having a GACHA competition. The first avatar to bring me in world a completed Sticker Craze sticker HUD, gets an award of 10,000 L$, a trophy and their name on the Sticker Craze Hall Of Fame. HUD is free and comes with 2 stickers to start you off. Additional stickers can be purchased in a gacha machine located at our 1/4 sim. Sticker Craze location: (Drops you outside of GAMAGACHAS Sticker Craze Inside) http://maps.secondlife.com/secondlife/Plain%20Jane/7/44/3503 Cost to play the gacha is 25L$ ONLY 1 Prize the first with a completed HUD after inspection, will receive the prize. We also have Lucky Chairs and MM Boards as well as other gachas and games to play.
  4. Thank you again for the link. I also sent you a copy of the product I was working on. In world. Again thank you.
  5. Ready For That BIG announcement #SL #SecondLife Sticker Craze is now LIVE! And to kick off it's arrival. We are having a competition. The first avatar to bring me in world a completed Sticker Craze sticker HUD, gets an award of 10,000 L$, a trophy and their name on the Sticker Craze Hall Of Fame. HUD is free and comes with 2 stickers to start you off. Additional stickers can be purchased in a gacha machine located at our 1/4 sim. http://maps.secondlife.com/secondlife/Plain%20Jane/7/44/3503 Cost to play the gacha is 25L$ ONLY 1 Prize the first with a completed HUD after inspection, will receive the prize. More info in the notecard given with the HUD, as to how to play, Important wear your HUD before applying stickers. Hope you all have fun with this.
  6. I thank you all who have contributed your time in help. I greatly appreciate it.
  7. Ok, I was unaware of that. Luckily it was for one script and not the whole lot. If I may be so bold to ask what does mono do?
  8. I managed to get it to work. the script unbeknownst was off. Which is weird cause I never set off. Don't know how that happened. And it worked with a second user having the object on the round. Didn't apply to both, so good show. Thank you all so much. This was driving me crazy. I was set to release this yesterday, then check it and had to set back release. Sorry if I have inconveinanced any of you, and thank you for the direction on it.
  9. Ok tried this, reset the scripts, still hasn't changed the texture of the prim. Even changed key to string, no effect. in the llstetexture line.
  10. Ok, this looks exactly like the last code I tried before logging off to come on the forum. I will copy this one and see if it might have been a space or something missed. Be back in a bit with the outcome.
  11. That didn't work either. I was looking around for possible scripts to compare what I am trying to do. I found Kimms remote texture script which is close, so basically I have a working formula to transfer the texture by UUID, to a linked prim. But when I do if two people in the region have the same linked prim object down one person's remote changes the texture on both instead of the owner's linked object. I need it to not do that. Since the remotes are what is going to be fore sale.
  12. default{ state_entry() { llListen (-4444,"","",""); } listen (integer channel, string name, key id, key message){ if (llGetOwnerKey(id) == llGetOwner()) { llSetTexture(message,ALL_SIDES); } }} before the second key I get a syntax error, how do I fix that or is it to go where id is?
  13. ok will try this. Thank you for your help. This has been driving me batty all day
  14. //inside prim to be textured default{ state_entry() { llListen (-4444,"","",""); } listen (integer channel, string name, key id, string message){ if (llGetOwnerKey(id) == llGetOwner()) { llSetTexture("msg",ALL_SIDES); } }}//Applier: string texture_0 = "UUID KEY NUMBER HERE"; //your texture Key here default { state_entry() { llListen(-4444,"","",""); //channel -1000 } touch_start(integer total_number) { llRegionSay(-4444, texture_0); llRemoveInventory(llGetScriptName()); } } Give me a minute to go back in world and get the applier script, I got dinged before I could copy it.
  15. ok so the script savedok, went back to the applier scriptto check it since in SL upon touch it didn't apply the texture to the prim. Do I need to add the get owner part to it as well?
  16. default{ state_entry() { llListen (-4444,"","",""); } listen (integer channel, string name, key id, string message){ if (llGetOwnerKey(id) == llGetOwner()) { llSetTexture(msg,ALL_SIDES); } }} would this look about right?
  17. Ok what I did to check, I have a copy rezzed, my wife has a copy rezzed, I set down the applier, hoping it would only effect mine, and clicked it which it changes the texture of the prim. It also changed on my wifes copy. She has mod rights to my stuff so don't know if that is a factor or not.
  18. Ok so I have two object which use channels to apply textures over. prim A sends to prim b, but if another person has a copy of prim b, if someone applies prim a, it applies the texture to both copies. I need the script to apply only to the owner of the object, and not to anyone else who may have the prim in the same space. Thank you GREATLY in advance for help. Miz
  19. Ahhhhh ok, that makes sense, in why it applied to itself. Ok then back to the scripting board to try my hand at a listner script for it so I can weigh the 2 options out first hand. Thank you for clarifying that for me. I wasn't sure if I goofed. It was a Wyle E. Coyote moment for me when I clicked it to set it off. LOL
  20. well learning is learning, and there is no direct path to take, over than doing it and see where you end up at. I did manage to compile the script in sl, and it does work, but I think I goofed somewhere. I had the applier rezzed along with the object. I clicked the applier and it set the applier to the texture instead of the intended object's prim. Just for keys Linked object will(Root prim) = OBJA, LinkedPrim=PA Script used: integer PA;default{ state_entry() { integer p; for (p=1;p<=llGetNumberOfPrims();p++) { if (llGetLinkName(p) == "PA") PA = p; } } touch_start(integer total_number) { //Change Paste your UIIDs in between the "" symbols. list setTexture = [ PRIM_TEXTURE, ALL_SIDES, "Set the UUID here", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]; llSetLinkPrimitiveParamsFast(PA, setTexture); llRemoveInventory(llGetScriptName()); }} It worked as intended, but not the right prim, instead it textured the applier which is seperate from the object that needs textured. Can you tell me where I went wrong? I had both rezzed, not linked. With this current format of script, will it work for that goal? It has no problem if applied in edit mode, dropping the script in the prim.
  21. Ok so more than likely that was the problem is I seperated the scripts. Sorry bout that, I thought they were seperate ones.
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