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JDroo

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  1. Yeah sorry, this forum wont let me edit a post after posting it... so the typo must stay as is, sorry bout that. I did in fact mean resetting. XD
  2. @ellestones that is not the issue. I have no problem with the 0.1 delay, my issue is the delay of having to reset the script and then re read the card before being able to so anything. I want to be able to change the notecard on the fly, dump previous collected data from the previous card and load in the data of a newly selected card. Is there no way to clear stored data in the memory of the script on the fly?
  3. Okay, this script is kinda big and a mess. [wrote by me, so it's pretty much garbo WIP] but it works. it works.. but i have to reset the script to get it to read the newly selected notecard, and this means it has to rebuild the notecard list, then grab the notecard name i stored in the 2nd child prim of the linkset's description [so it's saved between resets...blah blah] then finally texture using the new data. I do not want it to work this way. it's slow and bothersome having to wait after each time i select a new texture notecard from the menu. I've been trying for hours to ge
  4. Thanx for all the help! I learned allot.
  5. It's giving me a function call mismatch type or number or arguments error on integer max = -llGetListLength(max); changed it to integer max = -llGetListLength(temp); and it fixed it
  6. it does work, is there a way to make it listen for the word no matter where it is in the sentence?
  7. Omg, thank you, you got it! it works perfectly!
  8. that returns an integer tho...right?
  9. This wont work, those are hard coded textures, they would need the UUID's embedded in the script, not really close to what I'm doing.
  10. the textures are named something like "smile.anim;3;2;10;0.32525;0.22957;0.01000" so the texture is named smile.anim, cause it's a texture that can be animated, the 3, and 2, are the x and y frames for the animation, the 10 is the speed it plays at, the "0.32525;0.22957;0.01000" are <0.32525,0.22957,0.01000> the scale I want the prim to be, that stuff ALL works, I don't need help with that part, I just need to know how to make the script know the name of the texture, right now I'm just grabbing the random inventory number, but I'm not sure how to do it by name, I'm guessing I need to mak
  11. So I'm working on a script, and I've hit a road block of sorts. So what I'm wanting to do is, I have a listener set up, I want to type the name of any named texture in the objects inventory and than have it set that texture as the objects texture.So simply typing "smile" would than find the texture named smile in the contents and know to use that texture, and than set it. But I don't want to hard code any of the names in, I want to make it so anyone can add their own images to it, and simply type what they named the texture in chat for it than display the texture on the prim
  12. add a script so they can change its texture to the uuid the specify in local chat maybe? i have a bass cannon, that is no mod and it lets you change the sound with a command in chat using the sound uuid... could this be applyed the same way sept with textures?
  13. vector gPos; integer gAnchored = FALSE; default { state_entry() { llListen(0,"",llGetOwner(),""); gPos = llGetPos(); } touch_start(total number) { if (agent != NULL_KEY) { llRequestPermissions(agent, PERMISSION_TAKE_CONTROLS); } else { llReleaseControls(); } } run_time_permissions(integer perm) { if (perm) { llTakeControls(CONTROL_DOWN| CONTROL_FWD| CONTROL_UP | CONTROL_LEFT | CONTROL_RIGHT | CONTROL_BACK, TRUE, TRUE);
  14. integer toggle; default { state_entry() { llStopSound(); llSetTimerEvent(0.2); } timer() { if (llGetAgentInfo(llGetOwner()) & AGENT_WALKING) { state walking; } } } state walking { state_entry() { llSetTimerEvent(0.2); llLoopSound("uuid",1.0); } timer() { if (!(llGetAgentInfo(llGetOwner()) & AGENT_WALKING)) { state default; } } } the walking script ^ integer toggle; default { state_entry() { //llSay(0, &q
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