Jump to content

HansenRegular

Resident
  • Posts

    13
  • Joined

  • Last visited

Everything posted by HansenRegular

  1. Wow that's an amazing script and very useful. Is there a way I can control it when someone else is standing on it?
  2. Ok, so i actually started doign this, and its quite a headache lol. It's not working . I click on the option and the dialog never kicks in. So, there are 3 scripts in my prim, the controler, the resizer and the texturizer. ill put here teh controller adn the resizer scripts, wich is where im testing at. //Controller Scriptinteger menu_channel = -2345;default{ state_entry(){ llListen(menu_channel, "", "", ""); } touch_start(integer total_number) { llDialog(llDetectedKey(0),"What do you want to do?",["Resize","Retexture"], menu_channel); } listen(integer menu_channel, string name, key id, string message) { if("Resize"==message) { llSetScriptState("resizer",TRUE); } else if ("Retexture"==message) { llSetScriptState("texturizer",TRUE); } } } ok, and this is where im testing, im trying to make it that, when its trigered, it then opens the new dialog with the resizer script sript //Resizer scriptinteger menu_channel = -2345;default{ state_entry() { llSetScriptState(llGetScriptName(),FALSE); } listen(integer menu_channel, string name, key id, string message) { if (llGetScriptState(llGetScriptName()) == TRUE) { llDialog(llDetectedKey(0),"which size you want?",["Size1","Size2"], menu_channel); } } } (note: i got a dummy hello avatar script as the "" texturizer" script to prevent errors meawhile lol) so, when i selected the Resizer option, it does nothing . so i guessed even tho the scripts have no error in the debuger, this is not the correct way to apply them.... annd.... any guidance please? lol
  3. thank u so much, thats a great example =), it helps! =D
  4. literally what i asked!!!!!!!!!!!!!!!!!!!! Thank uuuu!!!!!!!!!!!!! =D
  5. Hello everybody, as some of you already know i'm new to linden scripting, I come from a previous knowledge of basic html and now i try linden scripting (big jump, i know lol). I was working on a texture changer script wich i was able to finish thanks to the amazing help I got here. Now that I have it finish, a question comes to my mind. It happens that now i'm gonna try to do a "Prim Resizer" . So, once is finished, maybe i would like to run both scripts on a single prim, so u can change the textures and also resize it, sounds good? lol, well, as soon as i tought of that i asked myself: " HOW DO I DO THAT!! ? " lol. and to make this short, heres my actual question: Is it possible to make a menu, where once you press option #1 it runs the textures script, and if you press option #2 it runs the other script instead? is that actually possible? lol. Thank you all =]
  6. haha, wow!!! thank you soo much!!!! and with all that detailed explaination! i learned a lot today =]. Thank u so much again!
  7. Hmmm... I tried that script now and theres actually a syntax error i hvnt been able to solve with that last script, its on: // the user pressed a number, this number is the indes of the // texture in the global gTexture list so set the textures to this } else { llSetTexture(llList2String(gTexture,((integer)mess​age-1)), ALL_SIDES); Dialog(id); } Is on the "message-1"part , i dotn seem to find wats wrong. i tried separating with space, using a = symbol, checking the parenthesis, but nothing, would it be that instead of "Dialog(id;) is missing a lldialong ?
  8. wow!!!! that was a greatt help, and an awesome explaination. I'll keep in mind about the llDialog =]. Thank you so much for your help.
  9. Hello again guys, as i mentioned on a previous treath im new to linden scripting, i know some basics, but i cant go beyond a "hello world" lol, so anyways, im using this texture changer script that i found on SL's Wiki , and im having a little hard time with the menu. That is a texture changer script, it works great, only that after the menu opens and you select a texture, it closes. How can i make ti stay open after a texture is selected? What do i have to do so the menu stays there even after something was selected from it? is that the " time out" of the script? or that would be a command to restart the script that i need? or, is a loop needed in that case? .... lol, im very lost on that part, i dont know what or where to go to make it stay open and not to close lol. HELP? xD list MENU1 = []; list MENU2 = []; integer listener; integer MENU_CHANNEL = 1000; // opens menu channel and displays dialog Dialog(key id, list menu) { llListenRemove(listener); listener = llListen(MENU_CHANNEL, "", NULL_KEY, ""); llDialog(id, "Select one object below: ", menu, MENU_CHANNEL); } default { on_rez(integer num) { // reset scripts on rez llResetScript(); } touch_start(integer total_number) { integer i = 0; MENU1 = []; MENU2 = []; // count the textures in the prim to see if we need pages integer c = llGetInventoryNumber(INVENTORY_TEXTURE); if (c <= 12) { for (; i < c; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); } else { for (; i < 11; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); if(c > 22) c = 22; for (; i < c; ++i) MENU2 += llGetInventoryName(INVENTORY_TEXTURE, i); MENU1 += ">>"; MENU2 += "<<"; } // display the dialog Dialog(llDetectedKey(0), MENU1); } listen(integer channel, string name, key id, string message) { if (channel == MENU_CHANNEL) { llListenRemove(listener); if (message == ">>") { Dialog(id, MENU2); } else if (message == "<<") { Dialog(id, MENU1); } else { // display the texture from menu selection llSetTexture(message, ALL_SIDES); } } } }
  10. Wow! Thank you all soo much, all this is actually a great help for me. I think I'll approach with voids dynamic menus script and add some llSetTexture on the action. This is a great guide, thnk you all for your responses! =)
  11. Hi, i'm new to programming and everyday understanding a little more. here goes my Q. Ok, u guys know the texture changer mananger script? well, it only holds 22 textures. I was trying to modify it to display more, i was trying to make it change for 33 textures, but no changes seem to work. Any ideas if is actually possible? this is what i got so far. list MENU1 = []; list MENU2 = []; list MENU3 = []; integer listener; integer MENU_CHANNEL = 1000; // opens menu channel and displays dialog Dialog(key id, list menu) { llListenRemove(listener); listener = llListen(MENU_CHANNEL, "", NULL_KEY, ""); llDialog(id, "Select a texture below: ", menu, MENU_CHANNEL); } default { on_rez(integer num) { // reset scripts on rez llResetScript(); } touch_start(integer total_number) { integer i = 0; MENU1 = []; MENU2 = []; MENU3 = []; // count the textures in the prim to see if we need pages integer c = llGetInventoryNumber(INVENTORY_TEXTURE); if (c <= 12) { for (; i < c; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); } else { for (; i < 11; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); for (; i > 12 & < 22; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); if(c > 36) c = 36; for (; i < c; ++i) MENU3 += llGetInventoryName(INVENTORY_TEXTURE, i); MENU1 += ">>"; MENU2 += "<<"; MENU3 += "begin"; } // display the dialog Dialog(llDetectedKey(0), MENU1); } listen(integer channel, string name, key id, string message) { if (channel == MENU_CHANNEL) { llListenRemove(listener); if (message == ">>") { Dialog(id, MENU2); } else if (message == "<<") { Dialog(id, MENU1); } else if (message == "begin") { Dialog(id, MENU3); } else { // display the texture from menu selection llSetTexture(message, ALL_SIDES); } } } } It's not going to a "MENU 3", and im getting a sintax error as well xd.
×
×
  • Create New...