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xXCorellXx

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  1. ok i like to make a item that amplifys for me a sound that turns out to be rather low so i think ok lets take a few prims distribute them in a circle and a second circle around myself with five meters between each so the sound is distributed the same all over in the area the script i would work with is the basic soundscript with 9,5 seconds delay between sounds looks like this list invlist; integer tottrack; integer i; integer play = FALSE; sound() { llSetTimerEvent(9.5); tottrack = llGetInventoryNumber(INVENTORY_SOUND); float length = tottrack*9.5; llSay(0, (string)length); llPreloadSound(llGetInventoryName(INVENTORY_SOUND, 0)); i=0; } default { touch_start(integer total_number) { if (play) { sound(); } else { llSetTimerEvent(0.0); } play = !play; } timer() { llTriggerSound(llGetInventoryName(INVENTORY_SOUND, i), .6); i++; if(i+1 < tottrack ) { llPreloadSound(llGetInventoryName(INVENTORY_SOUND, i+1)); } if(i == tottrack ) { llResetScript(); } } } so my thought is ok this will work with one prim but not with all of them, whitty me i know lol, ok so somethign with llmessagelinked with target link_set should give all the linked oprims the right timing to know when to start , but it would be a lot of loading i think is there a way for all the linked prims to get the comand to play what the root prim plays at that instance and turn the volume up?
  2. this set up looks smooth to me i apreciate that it doesnt mind multiple items being called the same which is indeed very helpfull to get the logic right behind it the linked prims are listed as integer with names and the later defined comands in combination with integer names of the prims trigger events just random comands do not and will be a failur so what if i combine a comand and then all interger names as oen word like draw swordaxedaggerbowclubshield ? just imagine me taking out my swiss army knife you know lol
  3. but this again requires cross comunication between script and notecard if i see that right
  4. the script would force the vatar shape to add to the hover value like when you wear the stilts your hover raises from 50 to 65 for example
  5. ok no script errors but its basicly deaf the linked prims are all named as they are defined in the script but nothing happens
  6. thank you very much i would have stumbled in the dark forgetting the integer name i tested it and now is there no syntax error anymore lets see if can safe hundreds of scripts to control the linkset integer gsword; integer gaxe; integer gdagger; integer gbow; integer gclub; integer gspear; integer gshield; default { state_entry() { llListen(1,"", NULL_KEY, ""); integer i; for (i=1;i<=llGetNumberOfPrims();i++){ if (llGetLinkName(i) == "sword") { gsword = i; } if (llGetLinkName(i) == "axe") { gaxe = i; } if (llGetLinkName(i) == "dagger") { gdagger = i; } if (llGetLinkName(i) == "bow") { gbow = i; } if (llGetLinkName(i) == "club") { gclub = i; } if (llGetLinkName(i) == "spear") { gspear = i; } if (llGetLinkName(i) == "shield") { gshield = i; } } } listen(integer channel, string name, key id, string message) { if (message == "sheath sword") { llSetLinkAlpha(gsword,1.0,ALL_SIDES); } if (message == "draw sword") { llSetLinkAlpha(gsword,0.1,ALL_SIDES); } if (message == "sheath axe") { llSetLinkAlpha(gsword,1.0,ALL_SIDES); } if (message == "draw axe") { llSetLinkAlpha(gsword,0.1,ALL_SIDES); } if (message == "sheath dagger") { llSetLinkAlpha(gsword,1.0,ALL_SIDES); } if (message == "draw dagger") { llSetLinkAlpha(gsword,0.1,ALL_SIDES); } if (message == "sheath bow") { llSetLinkAlpha(gsword,1.0,ALL_SIDES); } if (message == "draw bow") { llSetLinkAlpha(gsword,0.1,ALL_SIDES); } if (message == "sheath club") { llSetLinkAlpha(gsword,1.0,ALL_SIDES); } if (message == "draw club") { llSetLinkAlpha(gsword,0.1,ALL_SIDES); } if (message == "sheath spear") { llSetLinkAlpha(gsword,1.0,ALL_SIDES); } if (message == "draw spear") { llSetLinkAlpha(gsword,0.1,ALL_SIDES); } if (message == "sheath shield") { llSetLinkAlpha(gsword,1.0,ALL_SIDES); } if (message == "draw shield") { llSetLinkAlpha(gsword,0.1,ALL_SIDES); } } } gee everytime when i copy and paste the script are the tabs off again
  7. ok final attempt default { state_entry() { llListen(1,"", NULL_KEY, ""); for (i=0;i<llGetNumberOfPrims();i++) { if (llGetLinkName(i) == "child1") { gChild1 = i; } } listen(integer channel, string name, key id, string message) { if (message == "sheath sword") { llSetLinkAlpha(gChild1,1.0,ALL_SIDES); if (message == "draw sword") { llSetLinkAlpha(gChild1,0.1,ALL_SIDES); } } } } } all brackets are matched now and should set propperly
  8. ok thank you very much let me see if i got that right default { state_entry() { llListen(1,"", NULL_KEY, ""); for (i=0;i<llGetNumberOfPrims();i++) { if (llGetLinkName(i) == "child1") { gChild1 = i; } } listen(integer channel, string name, key id, string message) { if (message == "sheath sword") { llSetLinkAlpha(gChild1,1.0,ALL_SIDES); if (message == "draw sword") { llSetLinkAlpha(gChild1,0.1,ALL_SIDES); } }   } } and with the same parameters can i now add all the different types of prims i want to cover without adding more scripts to the linkset
  9. as already in the title am i looking to controle many linked prims with just one script in the root i have broad idea of what i would need to do that and would just have to repeat the set up of the comands over and over in the script to run it with different kind of child prims like for example child1, child2, child3 and child3 default { state_entry() { llListen(1,"", NULL_KEY, ""); } child1() { integer i; for (i=0;i<primCount;i++) { if (llGetLinkName(i) == "child1") listen(integer channel, string name, key id, string message) { if (message == "sheath sword") { // set the texture llSetAlpha("1",ALL_SIDES); if (message == "draw sword") { // set the texture llSetAlpha("0.1",ALL_SIDES); } }     } } as matter of fact is my lsl grammar knowledge not even evolved enough to work through anyone has the patience it takes to sort it out and get it set up for four diferent childprim types?
  10. Hi there I am having actually a similar problem with my meshupload status, I took both tests the one for the main grid and beta grid too and it tells me that my meshupload status is green to go on my dashboard but when im trying to upload something inworld does it give me a failure with my upload permissions
  11. the script just works fine because its just to destroy the prim and do some puff and smoke nothing too fancy at all the sounds are whats in the spotlight because all the other features like damage are already provided for and so far no complains about functionality from my side
  12. hmmm got the error names not defined in scope 21,55
  13. thank you very very much for setting my gramar right in the script
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