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italianxxxprincess Cascari

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Everything posted by italianxxxprincess Cascari

  1. Are you sure your volume settings on your preferances are set to a reasonable level for sounds? Otherwise you may want to edit the original sound in an outside probram like Audacity to adjust the level of your sound and re-import it.
  2. Hello everyone. I'm waving the white flag. I'm new to scripting. I have a script state "full" When the script goes to state FULL, it triggers a timer of 172800 seconds, when the timer expires, a gift is rezzed. In the hover text I wanted to hover the elapsed time, like a count down timer. Not sure how to do that. in llSetTimerEvent(FFULL- (float)(llGetUnixTime() - full_time)); I would need the result of that, assign the result a name so I can add it to the hover ??? IDK,it seems simple, yet I am feeling confused......any help greatly appreciated. float FFull = 172800.0; state FULL { state_entry() { if (full_time != 0) { llSetTimerEvent(FFULL- (float)(llGetUnixTime() - full_time)); } else { llSetTimerEvent(FULL); } } timer() { llSetTimerEvent(0); llMessageLinked(LINK_SET, LINK_GIVE_GIFT, "", ""); state Waiting; }
  3. The desired result is a 50/50 %.......so there is no issue with the the line of code as it is written. the issue is just having the code run with the 50/50 chance only if it is daytime. I appreciate the feedback and replies, but we're getting way off course of the orignial post.
  4. thank you for your reply. Taking out the if (llFrand(10) < 5.0) // 50% chance it will suddenly yodel produces the desired result, But of course I don't get the llFrand....... i can't figure it out.
  5. I wanted this script to run only if it daytime in SL. But I"ve tried putting the llGetSunDirection in the timer...that didn't work, so I tried moving it to right after state_entry, and that wasn't it either. Any help greatly appreciated. integer LINK_MOVE_ME = 352; // tell mover to rest for str seconds default { state_entry() { llSetTimerEvent(60); // check every minite } timer() { vector sun = llGetSunDirection(); if (sun.z < 0) if (llFrand(10) < 5.0) // 50% chance it will suddenly yodel { llMessageLinked(LINK_SET, LINK_MOVER, "8", ""); // tell mover to rest for 8 seconds llPlaySound("sing",1.0); llMessageLinked(LINK_SET, 1, "eat", ""); // play the eat animation }
  6. i think i'm getting confused because the "timer" sets the timing for the llSetTimerEvent which regulates the frequency of textures being changed. so, if i use a link message to turn the bugger on, and one to turn it off, i have to either dedicate the timer to texture randomization or to the frequency that the particle script is triggered. idealy I'd like the script to trigger via link message, run for 120 seconds, then sleep for 1800 seconds and repeat. Can I call timer1, timer2? Much thanks from us green folks trying to figure out the pieces of the puzzle
  7. thank you for your reply.....so it doesn't matter that the original script is written "on touch" ?
  8. Love this script! Triggered by touch, but would like the trigger to be via link message....no idea how to do that. (Waving the white flag.) Any help greatly appreciated. //- Click to start / stop float MAX_RADIUS = 3.0; float RADIUS_INTERVAL = 0.200; // Modified values integer IS_ON = FALSE; float RADIUS = 2; string TEXTURE = "09792b7c-cd84-5145-43c8-0bc3b57e657b"; garden() { llParticleSystem([ PSYS_PART_FLAGS, 0 | PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK, PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_ANGLE_CONE, // Texture / Size / Alpha / Color PSYS_SRC_TEXTURE, TEXTURE, PSYS_PART_START_SCALE,<0.0500, 0.0500, 0.0000>, PSYS_PART_END_SCALE,<0.150, 0.150, 0.0000>, PSYS_PART_START_ALPHA,0.0100000, PSYS_PART_END_ALPHA,1.000000, PSYS_PART_START_COLOR, <1.0,1.0,1.0>, PSYS_PART_END_COLOR, <1.0,1.0,1.0>, // Flow PSYS_PART_MAX_AGE,3000.0000, PSYS_SRC_BURST_RATE,1.000000, PSYS_SRC_BURST_PART_COUNT,1, PSYS_SRC_MAX_AGE,0.000000, // Rez position PSYS_SRC_BURST_RADIUS,RADIUS, PSYS_SRC_INNERANGLE,0, PSYS_SRC_OUTERANGLE,180., PSYS_SRC_OMEGA,<0.00000, 0.00000, 4>, PSYS_SRC_BURST_SPEED_MIN,0.000000, PSYS_SRC_BURST_SPEED_MAX,0.000000 ]); } stop() { llParticleSystem([]); } default { state_entry() { if(IS_ON) { llSetTimerEvent(RADIUS_INTERVAL); garden(); } else { stop(); } } touch_start(integer num_detected) { if(IS_ON) { llSetTimerEvent(0.0); stop(); llWhisper(0, "off"); } else { llSetTimerEvent(RADIUS_INTERVAL); garden(); llWhisper(0, "on"); } IS_ON = !IS_ON; } timer() { integer max_inventory = llGetInventoryNumber(INVENTORY_TEXTURE); if(max_inventory > 0) { TEXTURE = llGetInventoryName(INVENTORY_TEXTURE, (integer)llFrand(max_inventory)); } RADIUS = llFrand(MAX_RADIUS); garden(); } } // END //
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