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THEEVILSQUIRREL Chronowire

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Everything posted by THEEVILSQUIRREL Chronowire

  1. ok so it is one script and not two then. to be placed in seperate things. I think that might have confused me.
  2. @ Estelle, Thanks for the reply. I managed to save the first script modded to fit terms in my prim, ie: name uuid ect. Saved fine. But the second script I am getting syntax errors here after I change the name to what I named the prim. I did try to add other characters like ) : but still the errors. Was this part of the script meant to occompany the first script or was this to be placed in the applier? What I did was set the first script in the prim that was linked to other prims, and set the second script into the applier to set the texture to selected prim. : llSetLinkPrimitiveParamsFast(linkNumberThisPRIM<-----
  3. Ok I found out I didn't need a bunch of the script text I had based my initial script on. So I simplified it basically set texture with uuid, and the delete after use script part that you mentioned in the script. It works fine. After playing with it to see if it worked, I placed a saved copy of the script in a folder then dragged it to a box to store and act as if the box that sells the contents. Sent that and the object which the script is applied for to an alt for testing without owners rights. I placed the script after opening it from the box from my inventory which it textured the root prim. I used the second copy in edit mode to texture the correct prim. With a little tweaking the script works fine, to what it is I am looking for it to do. My question is: Is there a way that I could target a certain linked prim in a linked object so that it textures that prim instead of the root prim?
  4. Oh I just pasted the text without the uuid for my set, am making a hard copy because there is going to be well over 50 textures for the item, each applier will only have one uuid in the script., I will change that to the uuid before making the script for the prim. The prim will be on a seperate linked object. I just need the applier to delete after the person uses it, so it can't be passed around, since the main fun in the project is collecting the appliers in different locations in SL. I can' really go into a lot of detail for it. But the applier will customize a certain prim on a linked prim object. Sorry if I misrepresented from what I was saying but am new to building my own scripts, I usually do well modding them, but writting one from scratch I am not well versed in. I did look at the dialog link, but from another post you commented in from a google search, I am trying to stay away from menu driven opperations. My goal is for the user to rez the applier with the object not linked to the object, then touch applier and it sets the texture to the prim it is set for. Would I have to set a target somehow? Again thank you for your help. I thought the seperate part would have been linked by an event like if. This also might help out a scrapped script I was working on as well. So I thank you for the knowledge, and your time. Miz
  5. Thank you for your responce. I did try the two scripts but am having trouble combining them. I ran into a bit of a problem, may be a noobish one, but when saving i get syntax error after if llRemoveInventory(llGetScriptName()) <------ in the script below. of course the <------- is not in the script in SL, just to show where the error occurs. Maybe not an if event, not sure, but I haven't had success saving the script. I also looked over other scripts I have in my inventory that have if in the script and tried a few of those keys to get it to save, but no luck. (Also how would I set it to change a target prim by name. I forgot that was a neccesary part of the script earlier. The applier will be seperate from the linked object that needs the texture changed.) Script: integer face0 = 0; //Change this to the primary face number. integer face1 = 1; //Change this to the secondary face number. default { state_entry() { llSay(0, "Click this object to apply textures and and this script from it when you are done."); } touch_start(integer total_number) { //Change Paste your UIIDs in between the "" symbols. Hint: you can set different textures to different faces. llSetTexture("UIID goes here",face0); llSetTexture("UIID goes here",face1); } } if llRemoveInventory(llGetScriptName()); } }
  6. Hello, I am trying to make a one time use texture applier script which will delete after it changes the texture to a set linked prim of a seperate object.The object which is applying the texture must be trans so it can be given away by people, until it is used. Once used I need it to delete from that person's inventory, so it can't be passed around after use. I have tried using a count from 5 to 1 script modded to 1 instead of 5, combined with a texture applier. which only changed the face to the applier. Also when trying to make it one script I kept getting a syntax error. I am new to scripting as building my own scripts but have some knowledge modding ones already written. Can anyone help me figure out what scripts I need to make this happen, or show me how to write the script myself. Thanks in advance. Miz
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