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Raevyn Addams

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Posts posted by Raevyn Addams

  1. Hi MaliCure,

     

    Have also contacted you in world, dated today 17th July, Am keen to purchase, have money ready, and not looking to waste your time. Hope to hear back soon, thanks.

     

    EDIT:

    Submitted ticket as per in-world conversation. Awaiting LL confirmation. Thank you.

  2. That's exactly it, thank you Madeline and Rolig; yes it was applied to a previous project I'd shelved a while back. I came across this script yesterday and thought I'd give it a shot. The hovertext problem was left over from a previous script I used and I couldn't seem to shake it so I gave up. Thanks to the advice here I now have it working. A huge thanks too for the quick responses! Cheers :)

  3. You mentioned a way of getting rid of the hovertext in this script. While I've had success with it in general in terms of sound, I cannot for the life of me get rid of the hovertext and it's driving me batty! I know this is an old thread but IF you see this, could you possibly post an ammendment to your cleaner version of the script with hovertext removed please?

    *fingers crossed*

     

  4. I'm very new to scripting and have been searching the archives, Google, Wiki and so on for answers but can't seem to get the two scripts to work at once as I want them too. What I'm after, as the title implies, is a script that rotates an object on touch, and stops it on touch, but also plays sounds and stops when touched at the same time. At present I have two scripts running at once, one to rotate slow and clockwise, the other to play a sequence of 4 x 9 second sounds in a loop. This loop seems to run on a timer for 2 full loops of the "song" then automatically stops. I can't figure out what I need to get it to stop on command/touch. I know it's probably staring me in the face but I've only been really trying this scripting thing a few days... can't expect miracles yet ;)


    Can someone please help?

    The rotate script:

    integer spin_on = FALSE;
    
    default
    {
        touch_start(integer total_number)
        {
            spin_on = !spin_on; // a clever way of changing a TRUE to FALSE or FALSE to TRUE, the ! operator known as NOT
            if (spin_on == TRUE) // this line could be simplified to if (spin_on)
            {
                llTargetOmega(<0,0,1>, -0.2, 1.0);
    //            llSound(string sound, float volume, integer queue, integer loop);
            }
            else
            {
                llTargetOmega(<0,0,0>,0.0,0.0);
                llStopSound();
            }
        }
    }

     And the looped sound code:

    //•/•/•/•/•/•/•/Ð/A/M/E/N/•/H/A/X/•/•/•/•/•/•/•/•/•//
     
    //Do not sell this; Karma knowz where you live ☠
     
    // How-to/Info:
    // Put this script with some sound clips (numbered so they play in order)
    // into a prim, then change the below values to suit your needs!!!
    // Example, change the sound_length to match how long your sound clips are
     
    float   sound_length = 9.9;//How long the sound clips are
    float   sound_volume = 1.0;//from 0.00 to 1.00
    float   slow_server_adjustment = 0.01;//..
    float text_alpha = 0.5;//how visible floating text is, from 0.00 to 1.00
    vector text_color = <1,2,3>;//color of the floating text
    integer num_sounds;//how many sound clips
    integer active = FALSE;//Are we on/TRUE or off/FALSE
    //list sound_list;// not needed for this job
     
    loop_sounds(){
        integer sound;//first sound in the inventory
        for(; sound < num_sounds; ++sound){
            //llOwnerSay((string)sound + " - "+llGetInventoryName(INVENTORY_SOUND, sound));
            llTriggerSound(llGetInventoryName(INVENTORY_SOUND, sound), sound_volume);
            llSleep(sound_length);
        }    
    }
     
    load_sounds(){
        integer sound;
        for(; sound < num_sounds; ++sound){
            string s = llGetInventoryName(INVENTORY_SOUND, sound);
            llSetText("• Preloading Sound • \n"+s, text_color, text_alpha);
            llPreloadSound(s);
        }llSetText(" ", text_color, text_alpha);
    } 
     
    integer count_sounds(){
        integer i;
        integer n = llGetInventoryNumber(INVENTORY_SOUND);
        list result = [];
        for(i = 0; i < n; i++){
            result += [llGetInventoryName(INVENTORY_SOUND, i)];
        }//sound_list = result;
        return llGetListLength(result);
    }
     
    string help = "• Help / Usage •
    1. Load sounds into the prim that has this script inside.
    2. Open the script and find the \"sound_length\" value.
    3. Change that value to match how your sound clips are.
    4. Touch the object, wait for the sounds to preload.. Done!
     
    Note: Uncomment the line in the touch_event to make it \"owner only\".";
     
    default{
    //
        state_entry(){
            llSetText(" ", text_color, text_alpha);
        }
    //
        changed(integer c){
            if(c & CHANGED_OWNER){
                llWhisper(0,"/me "+help);
                llResetScript();
            }
        }
    //
        touch_start(integer total_number){
            //if(llDetectedKey(0) != llGetOwner())return;//uncomment for \"owner only\".
            active =! active;
            if(active){
                num_sounds = count_sounds();
                load_sounds();
                llSetTimerEvent((num_sounds * sound_length)-(num_sounds * slow_server_adjustment));
                llWhisper(0,"/me • Playing.");
                loop_sounds();
            }else{
                llSetTimerEvent(0.0);
                llWhisper(0,"/me • Stopped.");
            }
        }
    //
        timer(){
            loop_sounds();
        }
    //
    }

     

  5. Hi. Just wondering if I could purchase/rent a fully furnished house with two things:

     

    1) Specifically am looking for a house that has a furnished nursery; the basics needed to raise a child.

    2) Even better: if there are furnishings with adult animations, that would be a huge plus!

     

    Prim count can be anything up to 1500 to 2000 or thereabouts, depending on contents. I do own some of my own furniture, but would rather pay for the privelage of not having to decorate from scratch. I am happy to pay for something that is worthwhile.

     

    Preferably no skybox as I would like neighbors. Terrain (beach, street, woodland) is not important.

    An M rated or R rated Sim would be ideal as I intend to use it for Role Play purposes, for the majority.

    Thank you :)

     

     

    EDIT: Okay the idea is NOT to have sex with the kids, it's to be able to have sex to make kids. A house to procreate and raise kids. I hope that makes more sense. Sorry.

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