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xXCorellXx

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Everything posted by xXCorellXx

  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
  14. ok trial and fail showed directly that i have no clue how to set up a SF trap script any advice possible the item i want to use is asingle prim and i think it should stay that way i tried also just set up cubes and stuff and added the trap script without any result at all besides not functioning
  15. float force_amount = 999999999999999999999999999999.0; default { on_rez(integer start_param) { llPreloadSound("HOLYGRENADE"); } collision_start(integer total_number) { llPreloadSound("Explosion"); } collision_start(integer total_number) { llSetDamage(5000); if (llDetectedType(0) & AGENT) llPushObject(llDetectedKey(0), force_amount*llRot2Up(llGetRot()), ZERO_VECTOR, FALSE); llTriggerSound("Explosion", 10.0); llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "Smoke", ZERO_VECTOR); llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); llDie(); } } ok what I would like with this script is that it plays Two sounds not just one the holygrenade sound first and then the explosion, if i did it wrong by setting it up in the reading order is my understanding so far no fully evolved hahaha ok i think i kinda figured how to avoid getting into too deep sf reading up by adding a trap script that causes damage on touch for avatars, my understanding then is that explosion and trap damage requires touch and will with the temporary item end in one time damage only because the explosion kills the prim
  16. ok making it short and painfull lol as far as i do understand does spell fire just as most cmbat systems refer to comand channel for incomming messages like damage healing etc , so basicly could be a existing damage script be changed into one that works for SF or the gramar of the script be changed so that triggered damage can be translated into sf damage. for example guns and rifles that are easy to achive with some changes turning into SF compatible, or grenades and mines etc my question is, is my understanding of this correct Or am i on the wrong way because the dialouge between meter and item is totaly diferent then i thought
  17. you could set the damage to be a explosion bubble on push, meaning your falling items grenades or what they may be die on push and set off the bubble wich has damage on touch or push like dummys and npc have, i am currently looking myself for a system to make spell fire grenades and explsosions
  18. actually are those parameters nice for a sim protection with a sort of buttler system that comes to one and asks himt o leave but I am aiming for a carrier system that fires at people like a turret, so it should fire/rez at people not in the same group like the item, I only changed the facts that the carrier system moves patrolingly I dont want all avatars in the sim on the radar of this thing to avoid the ranges going just out of hand, the scan radius with 30 or 35 meters is just fine because it limits the action area and the drones rezzed by it have a 35 meters scan range themselfs too this system is for a spell fire rp sim, so i dont want to enforce landrights but have a area in the rp secured
  19. else if(llGetSubString(data,0,12) == "Ignore Group:") { text = llToLower(llStringTrim(llGetSubString(data,13,-1),STRING_TRIM)); if(text == "yes") { ignoregroup = TRUE; txt("Ignoring Group"); } else { ignoregroup = FALSE; txt("Not Ignoring Group"); } this line should actually allow the logic to rezz generaly always when someone enters the range But ignoring group members witht he option to turn the ignoring on and off
  20. default { state_entry() { } listen(integer channel, string name, key id, string message) { if (message == "security on") { llSensorRepeat("","", NULL_KEY, AGENT, 30, PI, 15); } //this part gets the sensorkey same group false?// { // This line will pick the first object out of the container and rez it llRezObject(llGetInventoryName(INVENTORY_OBJECT,0), llGetPos()+<0,30,0>,ZERO_VECTOR,ZERO_ROTATION,0); } }
  21. ok the adjustment then for lag would be going to every ten seconds can with a itemgroup rezzed in the items rezzed are hunter drones that directly chase down the target like bloodhounds and operate fully on themselfs the rezzing item operates as a carrier or mothership system patroling by itself over the sim to locate valid targets I think a chat comand will work best for the switch because the carrier already has a touch function and overlapping functions will maybe mess up so to figure it by myself then will the question be a bout the script grammar where to put the ifs and Ands into it, or better the logical questions what to scan for first, avatars that enter the range? 17 intruding avatars are indeed a problem but number 17 might be not even aware of his lucky status as all his friends run already around like covered in bees , the rezzed hunter drones do actually push ingroups the avatars out of the rezz area maybe more accidently but I wont complain about a granted benefit for this situation. so I do not expect more then one maybe two avatars at once that should be affected by the system at all
  22. this is a code for autorezzing items when a avatar enters the 30 meters range default { state_entry() { llSensorRepeat("", NULL_KEY, AGENT, 30, PI, 5); } sensor(integer total_number) { // This line will pick the first object out of the container and rez it llRezObject(llGetInventoryName(INVENTORY_OBJECT,0), llGetPos()+<0,30,0>,ZERO_VECTOR,ZERO_ROTATION,0); } } realy important will only be to change the sensor area into something faster and into the groupcheck version. that should actually turn out to be ahandy lil tool for any rp sim or other
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