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IZHRAH

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Everything posted by IZHRAH

  1. But the llRemoteLoadScriptPin only works for the same region as the specification indicated on the target parameter
  2. Hello, is there anyone knows how can I manage update objects scripts that are rezzed in multiple regions? Example to make it simple I want to update the Object script that will update the its description based on the update info it received. I was thinking of using listener on the objects and send a message to that listener but the down side is I need to visit all thousand sims where my objects are rezzed. Is there a proper way or efficient way to do that in just one click even I'm in a single region that I can throw a update message across to those multiple sims? Please disregard of using HTTP because I want to make it work within SL only.
  3. Hi if there a way that I can rotate the texture 30 degree back and forth using the animate texture? it seems the rotate texture is not applicable to this situation because its not animating actually.
  4. Cool arton works perfect now - Thanks
  5. I see can you do a revision to it?
  6. Yes I removed it, because the VEHICLE_LINEAR_MOTOR_DIRECTION with a vector value of 0,0, x won't work
  7. Hi can you suggest what's missing on my script? I was trying to make my Helicopter Lift Up. I tried using VEHICULAR_LINEAR_MOTOR_DIRECTION on the CONTROL_UP and CONTROL_DOWN but it doesn't work. float FORWARD_POWER = 50.0; float REVERSE_POWER = -15.0; float TURNING_RATIO = 5.0; // how sharply the vehicle turns. Less is more sharply. (0.1 to 10.0) default { on_rez(integer start_param) { llResetScript(); } state_entry() { llSetSitText("Fly"); llSitTarget(<2.5, 0.4, 0.1>, ZERO_ROTATION); llSetCameraEyeOffset(<-12.0, 0.0, 5.0>); llSetCameraAtOffset(<1.0, 0.0, 2.0>); llSetVehicleFlags(0); llSetVehicleType(VEHICLE_TYPE_AIRPLANE); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1.0, 1.0, 1.0>); llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 2.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.05); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 5.0); llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.75); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 2.0); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3.0); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10.0); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 2.0); llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 0.1); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 0.5); llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, ZERO_ROTATION); } changed(integer change) { if(change & CHANGED_LINK) { key avatar = llAvatarOnSitTarget(); if(avatar) { if(avatar != llGetOwner()) { llUnSit(avatar); } else { llSetStatus(STATUS_PHYSICS, TRUE); llRequestPermissions(avatar, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_CONTROL_CAMERA); } } else { llSetStatus(STATUS_PHYSICS, FALSE); llReleaseControls(); } } } run_time_permissions(integer permission) { if(permission) { llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE); } } control(key id, integer level, integer edge) { integer reverse = 1; vector angular_motor; // get current speed vector velocity = llGetVel(); float speed = llVecMag(velocity); if(level & CONTROL_FWD) { llMessageLinked(LINK_ALL_CHILDREN, 0, "FORWARD", ""); llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <FORWARD_POWER, 0.0, 0.0>); reverse = 1; } if(level & CONTROL_BACK) { llMessageLinked(LINK_ALL_CHILDREN, 0, "REVERSE", ""); llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <REVERSE_POWER, 0.0, 0.0>); reverse = -1; } if(level & CONTROL_UP) { } if(level & CONTROL_DOWN) { } if(level & (CONTROL_RIGHT | CONTROL_ROT_RIGHT)) { angular_motor.z -= speed / TURNING_RATIO * reverse; angular_motor.x += 15; } if(level & (CONTROL_LEFT | CONTROL_ROT_LEFT)) { angular_motor.z += speed / TURNING_RATIO * reverse; angular_motor.x -= 15; } if(level == 0) { } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } }
  8. Hi can you suggest what's missing on my script? I was trying to make my Helicopter Lift Up. I tried using VEHICULAR_LINEAR_MOTOR_DIRECTION on the CONTROL_UP and CONTROL_DOWN but it doesn't work. float FORWARD_POWER = 50.0; float REVERSE_POWER = -15.0; float TURNING_RATIO = 5.0; // how sharply the vehicle turns. Less is more sharply. (0.1 to 10.0) default { on_rez(integer start_param) { llResetScript(); } state_entry() { llSetSitText("Fly"); llSitTarget(<2.5, 0.4, 0.1>, ZERO_ROTATION); llSetCameraEyeOffset(<-12.0, 0.0, 5.0>); llSetCameraAtOffset(<1.0, 0.0, 2.0>); llSetVehicleFlags(0); llSetVehicleType(VEHICLE_TYPE_AIRPLANE); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1.0, 1.0, 1.0>); llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 2.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.05); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 5.0); llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.75); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 2.0); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3.0); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10.0); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 2.0); llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 0.1); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 0.5); llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, ZERO_ROTATION); } changed(integer change) { if(change & CHANGED_LINK) { key avatar = llAvatarOnSitTarget(); if(avatar) { if(avatar != llGetOwner()) { llUnSit(avatar); } else { llSetStatus(STATUS_PHYSICS, TRUE); llRequestPermissions(avatar, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_CONTROL_CAMERA); } } else { llSetStatus(STATUS_PHYSICS, FALSE); llReleaseControls(); } } } run_time_permissions(integer permission) { if(permission) { llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE); } } control(key id, integer level, integer edge) { integer reverse = 1; vector angular_motor; // get current speed vector velocity = llGetVel(); float speed = llVecMag(velocity); if(level & CONTROL_FWD) { llMessageLinked(LINK_ALL_CHILDREN, 0, "FORWARD", ""); llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <FORWARD_POWER, 0.0, 0.0>); reverse = 1; } if(level & CONTROL_BACK) { llMessageLinked(LINK_ALL_CHILDREN, 0, "REVERSE", ""); llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <REVERSE_POWER, 0.0, 0.0>); reverse = -1; } if(level & CONTROL_UP) { } if(level & CONTROL_DOWN) { } if(level & (CONTROL_RIGHT | CONTROL_ROT_RIGHT)) { angular_motor.z -= speed / TURNING_RATIO * reverse; angular_motor.x += 15; } if(level & (CONTROL_LEFT | CONTROL_ROT_LEFT)) { angular_motor.z += speed / TURNING_RATIO * reverse; angular_motor.x -= 15; } if(level == 0) { } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } }
  9. Hi, can you give me some advise with the following scenario: If an object detects the parcel owner changed or purchased it will delete itself. Thanks
  10. Yes I'm planning to do that kind of approach but I want to try other way or simple way like an API. Because I'm avoiding to throw lots of server tasks all the time by just updating the online status in my database.
  11. Hi there, is there a way to to retrieve an avatar online/offline status and display it on the web?
  12. Want I want to do is create a HUD that displays names from the database. When I click that name it will popup a SL Textbox inworld. So that I can throw message to that specific name. Since I will do it in MOAP how can I make that names clickable and interacts inworld. Why I showed you a smart HUD image as a sample. But by looking at it that Smart HUD is made only of dynamic textures (correct me if I'm wrong).
  13. I don't find your reply very useful :matte-motes-yawn:
  14. Hi guys, I want to create a HUD that display avatar list from the database. If I click a name on the HUD it will pop a SL textbox that and enter a message that will IM to that avatar. After sending the list it will update the list and remove the name of that notified avatar from the list. The avatar list acts like a visitors. A good example also of a HUD is the Universal Smart HUD of Neurolab:
  15. Hi guys, anyone had a sample of basic boat script? :) Thanks
  16. Question: is there a function that can get the time like in the picture, correct me if I'm wrong if this is a 24 hour format.
  17. Hi guys do you got any suggestions how to make multiple objects marching together by following a pattern. In the example image you're looking at top view red colors are the objects that need to march in a path which is the violet color.
  18. So you mean its impossible to get the exact max prims if the sim is divided into multiple parcels? I also noticed that when I manually chceck each parcel's max prim then total them together since its a full region I am expecting 15000 prims but what I get is 14996. Another thing how does the bonus prims work? Since I'm not yet familiar with the bonus prims, and are they affecting the llGetParcelMaxPrims function?
  19. Hi guys, does the llGetParcelMaxPrims work properly its weird that I scanned each parcel by scanning the region each 4x4, weird that my function llGetParcelPrimCount works properly but the llGetParcelMaxPrims does not even you are expecting 15000 prims in full region I get 14996, even in a homestead 3750 prims I get 5286 prims.
  20. There's only one problem I noticed, when the objects spin for a long period of time the child prim face axis is slightly changing.
  21. I tried it out and that was cool Thanks for the help Rolig, just need to tweek a little-bit because my object is slightly bent while spinning.
  22. Lets just say try to spin your head 360 degree, if you see your head spins but your face is facing the same direction, that's what I want to do
  23. Not actually a spiral if you're going to look carefully the image.
  24. Hello guys, I want my object spin 360 degree (the top section only) but the bottom part stay in the same position imagine the spin pattern is like an ice cream cone, and another thing I want to make the face side or my what ever side i want keep facing in the same axis even it spins 360 degree, I made a sample sketch image to make it more easy to understand what I want to tell.
  25. IZHRAH

    Fireworks

    Yes thanks for the invite, will try to join the group in my free time.
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