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sufferot

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  1. it works, but only for prim, not for avatar =-=
  2. I use this integer channel = -383838;default{ touch_start(integer total_number) { if (llDetectedKey(0) == llGetOwner()) llRegionSay(channel, "summon"); }} for script in the prim, that need to summon me and this in av attacjment integer channel = -383838;safe_posJump(vector target_pos){ vector start_pos = llGetPos(); llSetLinkPrimitiveParamsFast(!!llGetLinkNumber(), [PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, target_pos, PRIM_POSITION, start_pos, PRIM_POSITION, target_pos]);}default{ state_entry() { llListen(channel, "", "", "summon"); } listen(integer channel, string name, key id, string message) { key o = llGetOwner(); if (llGetOwnerKey(id) == o) { list details = (llGetObjectDetails(o, [OBJECT_POS, OBJECT_ROT])); vector where = llList2Vector(details, 0); rotation rot = llList2Rot(details, 1); safe_posJump(where + (<1, 0, 0> * rot) + <0., 0., 1.>); llSetRot(rot); } }} upd: code
  3. hello. I'm working on character summoning script right now and I need some help. The problem is... I don't know how to do that X) Tryed to make that by summon prim script, but it didn't working. I just wanted to make summoning sign like Dark Souls signs
  4. Tipe of work: Sword scripting and animation Difficulty of the work - hard (I think) Payment: 500L$ for completition and some L$ for quality of anims Already done: Mesh Sword, Mesh scabbard for them, Sounds for draw, swing and hit for both of them. What need to do: all anims (Draw, sheath, Swing, stace for both of them), scripts for fighting (no meter). And the mostly needed - changing the swords without "reequip" (just press a button or write a command to change the sword in hand, With that changes the anims and sound) Swords are different, first is big heavy 2hander and a second is light longsword Another info: Just write here or IM me, if you have questions about the job or you want to do it.
  5. Uuummm... Hello. I'm not very good at LSL scripting, but trying to make a basic crossbow. I made model, textures and take "opensource" script from LSLlibrary. But I have one issue... My arrows rez vertically. The "head" of arrow placed not on target, but in sky. Can somebody help me? Script: . float BULLET_VELOCITY = 75.0; float REPEAT_DELAY = 1.0; string gunsound = "armrmed1"; string gunanim = "hold_R_bazooka"; string ammo = "Bolt_script"; (script body) control(key owner, integer level, integer edge) { if ((level & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) { // Mouse down if ((edge & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) { llPlaySound("armrmed1",1.0); // Rezz the bullet object with a specified velocity llRezAtRoot("bolt_script", llGetCameraPos()+<1.5,0,0>*llGetCameraRot(), BULLET_VELOCITY *llRot2Fwd(llGetCameraRot()), llGetRot(), 10); llSleep(REPEAT_DELAY); } } } }
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