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Ganthrithor

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  1. I've stopped attempting to code the priveleges. I've found that the GUI offers a more reliable solution. I set the params in Build > Texture > Media > Customize. They are set to None/None for Anyone, Group, and Owner. I'm starting to think it's not related to that more and more though. There's a problem I've seen where if you spin around in circles the textures all go blank, no matter which prim. Then they reload. I don't have a clue where to start except to investigate preloading. But i doubt it is as simple as a simple image preloading issue as it happens every time they go out of range. Sometimes the images simply DON'T reload, this is a serious problem. What I need is a piece of code that refreshes the images every 5 seconds or something.
  2. I believe the problem is related to the fact that the images have to reload everytime they go out of camera range. This is unfortunate. I'm sure there's a work-around. I will just have to investigate Pre-loading. I wonder though, because this problem does not seem so simple.
  3. Ok, I'm using Media Textures to display pictures from online sources rather than having to upload to SL. It worked perfectly. Everything was going hunky dory until i realized that I had not set the proper permissions for each of my prims (people were navigating away from my textures). Now, sometimes the texture for one or more of my prims is blank when i reload secondlife. it's always the same prims doing it, and I dont know why would some prims behave properly, and others poorly. Nor am I certain that the bug is related to the resetting of the permissions. I will try re-enabling the permissions to see if the problem goes away Right now I can't debug cuz the server appears to be down (ominous).
  4. I have a source prim with this script: integer COMCHAN = -6443634; default { touch_start(integer total_number) { llWhisper(COMCHAN, "grape"); } } I have a target prim with this script: integer COMCHAN = -6443634; integer on; default { state_entry() { llListen( 0, "", NULL_KEY, "grape" ); } listen(integer channel, string name, key id, string message) { if(on) { on = FALSE; llOwnerSay("OFF"); llSetAlpha(0, ALL_SIDES); } else { on = TRUE; llOwnerSay("ON"); llSetAlpha(100, ALL_SIDES); } } }Why aren't they talking?
  5. Ok. It worked. Changing that function's parameters to your suggested ones worked like a charm I'm getting very interested in displaying URLs on a prim. I've discovered, quite by accident, how to do that using the script from the original post plus your modification. Two problems. First, when I load my SL Viewer the prim appears blank until clicked on, is there away for it to display the URL to each client without them having to click on the prim? Second, is there anyway to remove the navigation bar at the top of the prim? The code, for your reference: // Notecard Text on a Prim// Developed by: Pavcules Superior// Developed on: February 2010string g_strURL;string g_strNotecardName; string g_strNotecardText;integer g_intNotecardLine = 0; key g_keyNotecardQueryID;key g_keyURLRequestID;// Start reading the notecard text.ReadNotecardData(){ llOwnerSay("Reading Notecard...please wait."); g_intNotecardLine = 0; g_strNotecardText = ""; g_strNotecardName = llGetInventoryName(INVENTORY_NOTECARD, 0); g_keyNotecardQueryID = llGetNotecardLine(g_strNotecardName, g_intNotecardLine); }default{ state_entry() { ReadNotecardData(); g_keyURLRequestID = llRequestURL(); } changed(integer change) { // If the inventory is updated, read the notecard data again. if(change & CHANGED_INVENTORY) { ReadNotecardData(); } } dataserver(key query_id, string data) { if (query_id == g_keyNotecardQueryID) { if (data != EOF) { // Store the data. g_strNotecardText += data + "\n"; // Read next notecard line. ++g_intNotecardLine; g_keyNotecardQueryID = llGetNotecardLine(g_strNotecardName, g_intNotecardLine); } else { // We have reached the end of the notecard. llOwnerSay("Rendering Media image."); // Refresh the URL again by setting a random URL parameter value. llSetPrimMediaParams(0,[ PRIM_MEDIA_CURRENT_URL, g_strURL ]); } } } http_request(key id, string method, string body) { if (g_keyURLRequestID == id) { g_keyURLRequestID = ""; if (method == URL_REQUEST_GRANTED) { g_strURL = body; // Set the URL. llSetPrimMediaParams(0,[ PRIM_MEDIA_CURRENT_URL, g_strURL ]); llSay(0,"URL: " + body); } else if (method == URL_REQUEST_DENIED) { llSay(0, "Something went wrong, no url. " + body); } } else { // If the page is requested, show the notecard text. llHTTPResponse(id, 200, g_strNotecardText); } } }
  6. Picking up from this inactive thread: http://community.secondlife.com/t5/Scripting/Notecard-Text-on-a-Prim-Demo-Viewer-2-0/td-p/110300 I created the prim, the notecard, and have put the notecard in the prim's inventory.When I copypasta the first block of code directly into my New Script and compile, it gives me a Syntax error on this function in two places: llSetPrimMediaParams(0,); ideas?
  7. I'm in a Sandbox inside a world where there are no build priviledges except for in the Sandbox. Even then, I can fire missiles but when they collide with buildings they don't die (even when the building is within the sandbox). I also have trouble with the "llSetStatus(STATUS_DIE_AT_EDGE, TRUE);" on state entry function. They just don't die at the edge.
  8. partyOn(){llParticleSystem([ PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP, PSYS_SRC_MAX_AGE, 0., PSYS_SRC_BURST_RATE, .01, PSYS_SRC_BURST_PART_COUNT, 6, PSYS_SRC_ACCEL, <0,0,0>, PSYS_SRC_ANGLE_BEGIN, 1., PSYS_SRC_ANGLE_END, 0., PSYS_SRC_OMEGA, <0.0,0.0,0.0>, PSYS_PART_MAX_AGE, 0.6, PSYS_PART_START_COLOR, <.9,.7,0>, PSYS_PART_END_COLOR, <.9,.7,0>, PSYS_PART_START_ALPHA, 1, PSYS_PART_END_ALPHA, 0.3, PSYS_PART_START_SCALE, <0.3,0.3,0>, PSYS_PART_END_SCALE, <.01,.01,0>, PSYS_PART_FLAGS , 0 | PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK //| PSYS_PART_WIND_MASK]);}default{ land_collision(vector pos) { llDie(); } collision (integer pos) { llDie(); } on_rez(integer start_param) { llSetTimerEvent(5.0); } timer() { llDie(); } } Why doesn't my "Projectile" die? It just rolls around like an idiot not dying. Die after land collision appear to work, but die after ordinary collision or after 5 second timer does not work. I need them to disappear after a few seconds or if they hit something. How hard is that? I can't find any simple explanations anywhere.
  9. Ok. I've got a HUD button I named "Boom". I've got a rocket launcher attached to the R Shoulder named "Launcher". In its inventory is a missile named "Projectile". I'm trying to make a script that will rez "Projectile" at the position of "Launcher" in the rotation relative to "Launcher" and at a high forward velocity. I'm using a snippet of code from http://wiki.secondlife.com/wiki/Artillery for the llRezObject part. What I'm not clear on is the function required to make the "Launcher" script initiate upon Touching the HUD button "Boom". This is so I can terrorize my class on monday in SL. :D PS. I tried making the script respond to touching the actual "Launcher", but apparently it doesn't register as a "touch" if one is touching objects attached to one's person.
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