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Eliwood407

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Posts posted by Eliwood407

  1. 1 minute ago, bigmoe Whitfield said:

    LL has mfa,  the 3rd party viewers do not have it yet.   and it will be optional it has to be turned on your dashboard.

    Oh cool! Thanx I did not know it was only on LL clients!

  2. 20 minutes ago, bigmoe Whitfield said:

    if you get logged out by some one logging into the account when you are on you get a message stating so.

     

    kiaj7VN.png

     

    did it on purpose just for you and others to see the actual message.

    Yeah I should look at that window next time, it happened out of the blue and I closed it out before I thought to read it.

     

     

    16 minutes ago, Rolig Loon said:

    As with almost everywhere on the Internet, you are responsible for controlling access to your userID and password.  Refer to the LL TOS (sect 1.4), which spells out the limits of their own responsibility. Among other things, it says, "Your interactions with other users and your use of User Content are entirely at your own risk. Linden Lab has no obligation to become involved in any dispute that you may have or claim to have with one or more users of the Service, or in any manner in any resolution thereof."  So, use street smarts and be wary of fraud. There's probably not much LL can do for you.

    Perhaps even more relevant to your question, sect 4.2 says, "You are solely responsible for all activities conducted through your Account whether or not you authorize the activity (except to the extent that activities occur because someone gains access to our system without using your identifiers and password). " What follows is specific language about what happens if you have given someone else access.  The section ends with a blanket warning that "We will not be liable for any loss or damage (of any kind and under any legal theory) to you or any third party arising from your inability or failure for any reason to comply with any of the foregoing obligations."  The bottom line here is that it's on your own head if you didn't safeguard your access information or if, heaven forbid, you gave someone access deliberately.

    The closest that the TOS comes to answering your specific question is that "If you lose access to your Account for any reason, Linden Lab may, but is not required to, attempt to restore access to your Account by verifying your Registration Data."  They might or might not be able to help recover items that may have been lost or stolen.  In practice, I do know that they have been successful at recovering stolen funds, but I don't think anyone knows just how successful.

     

    Yeah all but the last part don't apply to this, though I appreciate the added information.
    I don't share my details with others, but as with any service account whether it be for a streaming service or a game, they are prone to be hacked.
    2factor authentication is a great tool to prevent this, yet somehow LL neglects to add this to their client.

    It strikes me as odd that a platform like SL does not have a proper or clear system on L$ theft through a stolen account.
    Especially since millions of USD are transferred every month, and they have a clear audit and log of every transaction.

    Perhaps I shall start a ticket to get some solid information regarding this.

  3. I just got disconnected from SL, and though it seemed to be a connection issue and not some one logging in on my account, it got me concerned about my account.

    I connected an authenticator, but it does not prevent some one logging in on my account in the client.

    My question is, should some one get access to my account, and cause harm like delete my inventory or transfer my L$ balance, is there a service that could help me rectify this?

  4. Update:

    So I managed to save my build...
    For anyone having this issue there is one important thing you should know to fix this.
    I cloned my building a couple of times to pick apart and unlink pieces to find which were affected by this bug.
    IT IS IMPORTANT TO NOT DELETE YOUR ORIGINAL BUILD

    Find your original build, unlink the pieces that start this (near literal) cancer of a bug, and you should be able to take control of your build again.

  5. I built an entire store/building and I normally like to make it all myself from scratch, and link it all together to minimize the land impact and annoyance of moving.
    Everything was uploaded by me, and I used a Caspervend Redelivery terminal script in my own uploaded terminal model.
    This has never been a problem.

    Today I needed a mouse and keyboard for a different build, remembering I made some for my storefront I unlinked them and took a copy of them.
    No-modify No-Transfer. Weird... I am the creator, owner and previous owner. It does not allow me to adjust these permissions.

    This is the second time it has happened to me, and it completely ruins my build.
    There is no way for me to salvage this, it's like a disease that spread through my entire linkset.
    If I wish to sell the build or it's components, or even give them away, I would have to upload it all over again...

    Has some one found a fix for this?

  6. To specify the problem further:

    Here two different tests, both failed to be reliable.

    https://gyazo.com/b7854eba4b2d3e3ece931013bba31999
    Gif showing the two tests.

    Green:
    Linkset of 101 prims.
    1 script in the root prim:

    integer beep;default{    state_entry()    {        llSetTimerEvent(5);    }    timer()    {        if(beep)        {            llSetLinkPrimitiveParams(LINK_SET,[                PRIM_COLOR, ALL_SIDES, <1,1,1>, 1]);             beep = !beep;        }        else        {            llSetLinkPrimitiveParams(LINK_SET,[                PRIM_COLOR, ALL_SIDES, <0,1,0>, 1]);             beep = !beep;        }    }}

    Also tested with llSetLinkPrimitiveParamsFast(LINK_SET,...); same results.
    Shows to be about 7% inaccurate.

    Red:
    Linkset of 101 prims.
    1 script in all prims:

    integer beep;default{    link_message(integer link, integer i, string msg, key id)    {        if(msg == "change")        {            if(beep)            {                llSetPrimitiveParams([                    PRIM_COLOR, ALL_SIDES, <1,1,1>, 1]);                 beep = !beep;            }            else            {                llSetPrimitiveParams([                    PRIM_COLOR, ALL_SIDES, <1,0,0>, 1]);                 beep = !beep;            }        }    }}

    1 script in root prim:

    default{    state_entry()    {        llSetTimerEvent(5);    }    timer()    {        llMessageLinked(LINK_SET, 0, "change", NULL_KEY);    }}

    Proves to be about 3-4% unreliable.

    I can conclude from this that using a script in each prim seems to be more reliable, at the cost of memory.
    My project does not have 100 prims, but this is just a test showing the issue.
    Of course I want to prevent using 1 script in each object, hence why I am hoping anyone has a workaround for this.

    EDIT: Will test PRIM_LINK_TARGET on my project.

  7.  

    Good day!

    EDIT:
    A workaround for the issue has been found, changed the post to explain the problem and a workaround.

    Problem:
    When having a linkset of multiple objects, and wanting to change all those object's textures/alpha/color using llSetLinkPrimitiveParams(Fast), can cause the clientsided-viewer to not show all texture/alpha/color updates.
    Example:

    


    The above GIF image showing two tests, of 100 prims changing color through two different ways.
    You can see some prims refuse to update their color, this is a client-sided problem as server-sided they actually DID change color.

    A possible workaround:
    While experimenting with this problem, I have noticed that inventory changes causes the server to force update the linkset on your client. I stumbled upon this when I clicked "New Script" while the textures of my linkset were not properly updated.
    This fixed it. So to fix this issue, make the script (or an other script) reset itself after the changes have been made.

    Example of the script:

    

     

    This will ensure that any faces/prims that fail to update on your client, will be forced to update the moment the/a script resets in that linkset. 

  8. Good day!

    I require assistance of some one who has experience with rigging (possibly also with rigging using the Kemono avatar).

    The job in question is a set of sleeves.

     

    Sakura Spirit.png

    The Sleeves only cover the upper arms, lower arms and part of the hand.

    If interested, please IM.

     EDIT: It's a simple rig, I myself just am not experienced enoug as I end up with bugs like this:

    315cef0add54e25726bc813bbf16d14c.png

    (Any tips or explanations why this is happening would also be greatly appreciated :3)

  9. Hey there, A year ago I had sent roughly 1,300$ from SL to my paypal.

    The money took a long time to arrive because I forgot about it, and did not realise there was a contract I had to sign.

    Now I am trying to take out roughly 1,300$ too, but instead I split it into four smaller payouts.

    Does anyone have experience with this? Will these four smaller payouts just arrive without a contract?

    The reason I don't want a contract involved is because it would just delay the payment, and I am in desperate need of it at the moment.

  10. Good day!

    I have just followed a tutorial on how to rig.
    I started with a simple poncho wrapped around the shoulders.

    I followed every step, and managed to do everything exactly the same, however when I want to upload the model, it looks completely distorted. (picture: http://gyazo.com/3321c9d9933b606ac28484877e9e5da2)

    I am at a loss, and have no idea what could have caused this.
    Some information that might make things clear:

    -Model consists only out of triangles.
    -Blender 2.49 used (just so it looks the same as the tutorial).
    -Exported as COLLADA 1.4(.dae).
    -The rigging itself works perfectly.
    -The "fabric" of the model is flat, and has double sided triangles.
    -A screenshot of the model in Blender, in edit mode. Maybe I have a setting somewhere wrong? 
     http://gyazo.com/d0d551dec4e95bed78272d7c07c2eac5
    -I never use Blender, So I am not aware of the obvious noob problems that everyone might already know :X

     

    I hope some one can help me!

  11. ___________________________________________________________
    EDIT: Thanks to those who replied to this topic and contacted me in-game!
    Sady it turns out it is not do-able the way I intended it to be.

    For those who found this page on google and try to find the answer I was looking for:
    -Sadly since animations are client-sided, and llRezObject is server sided, there is no way to have ATTACHED objects determine the local position of the object you are rezzing. It will work when the object is not attached, but the moment you have it attached the positions and rotations move into your avatar center.

    The solution I use, although not as pretty:
    -I have the sword make the Avatar perform an animation during the time the object needs to be rezzed.
    I manually edited the llRezObject position and rotation (which is at <0,0,0> in the avatar center) to somewhat the correct location on the sword.

    ___________________________________________________________

    Hello there!

    My apologies if this thread seems a bit confusing, I try to explain it as best as I can.
    (screenshot added at the bottom for reference)

    Project:
    A sword that is based on an exactoknife.
    When segments get dull, those dull segments break off and the sword regenerates itself.
    An object that looks like the dull segments get rezzed on the sword, and while that section of the sword turns invisible, the rezzed segment drops to the ground. (1 on screenshot)

    Problem at hand:
    -The dull segments that break off gets rezzed in the Avatar's chest, as if position/rotation is reset- (2 on screenshot)
    Everything seemed to work just fine when the sword is rezzed on the ground.
    But the problem started when I attached the sword on my avatar.

     

    Thread's question:
    Is it possible to -When sword is attached- make the broken sword blade (2) rez on the correct location (1)?
    I have tried many things from using llGetLocalPos etc, but nothing seemed to work.
    If it's possible, could some one steer me in the right direction?
    Some one pointed out it depends on the way you retrieve the sword's info, again no luck.

     

    Other info:
    -Making the root prim rez the object.
    -Tried many different things, from llRezAtRoot, to llRezObject. From llGetPos, to llGetLocalPost, to llGetObjectDetails.
    -Piece of code I tried, for those who like to see. Keep in mind it's messy, I just needed to make it work before I clean it up.

    rezbroken(){
    vector relativePosOffset = <-1.579, -0.008, 0.0>; // "Forward" and a little "above" this prim
    vector rezVel = <0.0, 0.0, 0.0>; // Traveling in this prim's "forward" direction at 1m/s
    rotation relativeRot = <0.707107, 0.0, 0.0, 0.707107>; // Rotated 90 degrees on the x-axis compared to this prim
    
            key  id      = llGetLinkKey(1);
            list details = llGetObjectDetails(id, ([
                                OBJECT_POS, OBJECT_ROT]));
     
            vector myPos = llList2Vector(details, 0)+relativePosOffset;
            rotation myRot = llList2Rot(details, 1)+relativeRot;
     
            llRezObject("DamagedAvaliBlade", myPos, rezVel, myRot, 10);
    }

     -Another piece of code I tried when I tried doing it differently.

    rezbroken(){
    vector relativePosOffset = <-1.579, -0.008, 0.0>; // "Forward" and a little "above" this prim
    vector relativeVel = <0.0, 0.0, 0.0>; // Traveling in this prim's "forward" direction at 1m/s
    rotation relativeRot = <0.707107, 0.0, 0.0, 0.707107>; // Rotated 90 degrees on the x-axis compared to this prim
    
            vector myPos = llGetPos();
            rotation myRot = llGetRot();
     
            vector rezPos = myPos+relativePosOffset*myRot;
            vector rezVel = relativeVel*myRot;
            rotation rezRot = relativeRot*myRot;
     
            llRezObject("DamagedAvaliBlade", rezPos, rezVel, rezRot, 10);
    }

     

     

    Reference picture of what it looks like, where the segment is supposed to Rez (1), and where it goes wrong (2).
    temp2353.png

  12. Hello there, I am looking for a animator who is able to create an animation for me.

    The animations don't have to be superb, as long as it is reasonably smooth and don't cause disjoints.
    The animations I am looking for is a replica of something. It uses the default human skeleton and I am looking for:

    -Walk
    -Run (faster walk if it works)
    -Pre-Jump
    -Land
    (I think that's it)

    Please IM me if you want to know more, and to discus a price.
    -Eliwood407

  13. Hello there!

    I have tried many ways I could emagine to make a simple vehicle script say something (text or string) when it starts walking, and when it starts stopping.

    I am making a robot with 4 legs, the legs move like a bug or spider, which I will puppeteer.
    To make the puppeteered legs walk and stop walking, I would have to make the vehicle script say a command.

    However, when I try to tinker with Velocity and whatnot, it will spam the command very fast, I don't know how to make it say the command once.

    Does anyone have an idea what would be the best for this?

    I add the vehicle script to this post for the sake of showing what I have.
    I do not expect anyone to do the work for me ^^

     

    ///////////////////////////////////
    //Simple RC Chopper Script//
    /////By Mrc Homewood///////
    /////if used include credit/////
    //////////////////////////////////
    
    float speed = 0;
    float turn = 0;
    float lift = 0;
    integer move = FALSE;
    integer turningR = FALSE;
    integer turningL = FALSE;
    integer TURNING;
    integer RUNNING;
    integer Fire;
    integer Mine;
    integer Talk;
    vector left_vel = <0,0,-2>;
    
    
    key avatar;
    integer on;
    
    default
    {
        state_entry()
        {
    
            llSetObjectName("Default Immortal");
            llSetVehicleType(VEHICLE_TYPE_CAR);
            llRemoveVehicleFlags(VEHICLE_FLAG_LIMIT_MOTOR_UP | VEHICLE_FLAG_LIMIT_ROLL_ONLY);
            llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <1, 2, 1> );
            llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1.5,1.5,1.5> );
            llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> );
            llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 0.2 );
            llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.75 );
            llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> );
            llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.2 );
            llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.3 );
            llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 );
            llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0 );
            llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 0.0 );
            llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0.0 );
            llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0 );
            llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 2 );
            llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.8 );
            llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 2 );
            llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5 );
            llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 2 );
            llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0.7 );
            llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.5 );
            llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 0.2 );
            llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> );
    
    
            llStopSound();
            llCollisionSound("", 0.0);
            llSetStatus(STATUS_PHYSICS, FALSE);
            llOwnerSay("Tank is ready! Click to start!");
        }
    
        touch_start(integer t)
        {
            avatar = llDetectedKey(0);
            string name=llKey2Name(avatar);
                if((on == TRUE))
                {
                    llSetStatus(STATUS_PHYSICS, FALSE);
                    llStopSound();
                    llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z, FALSE);
                    llReleaseControls();
                    on = FALSE;
                }
                else if((on == FALSE))
                {
                    llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z, TRUE);
                    llRequestPermissions(avatar,PERMISSION_TAKE_CONTROLS);
                    on = TRUE;
            llSay(0, llGetDisplayName(llDetectedKey(0)) +" entered a tank!");
                }
        }
    
        run_time_permissions(integer perms)
        {
            if(perms & (PERMISSION_TAKE_CONTROLS))
            {
                llTakeControls(CONTROL_UP | CONTROL_DOWN | CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE);
                llSetStatus(STATUS_PHYSICS, TRUE);
            Talk = !Talk;
            llWhisper(-2031, (string) Talk);
            }
            else
            {
                llReleaseControls();
                llSetStatus(STATUS_PHYSICS,FALSE);
            }
        }
    
        control(key id, integer level, integer edge)
        {
            if (level & CONTROL_UP)
            {
            Fire = !Fire;
            llWhisper(-2002, (string) Fire);
            llSay(117, "Fire");
    
            }
            if (level & CONTROL_DOWN)
            {
            Mine = !Mine;
            llWhisper(-2003, (string) Mine);
            llSay(117, "Mine");
    
            }
            if (level & CONTROL_FWD)
            {
                speed = 1; // fwd power
                move = TRUE;
            }
    
            if (level & CONTROL_BACK)
            {
                speed = -0.5; // reverse power
                move = TRUE;
            }
    
            if (level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
            {
                TURNING = -1;
                if (RUNNING > 0)
                {
                    llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, 0.6 * left_vel);
                } else {
                    llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, left_vel);
            }
    
            } else if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
            {
                TURNING = 1;
                if (RUNNING > 0)
                {
                    llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, -0.6 * left_vel);
                } else {
                    llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, -1.0 * left_vel);
                }
            } else {
                TURNING = 0;
                llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, ZERO_VECTOR);
            }
    
            if(move)
            {
                llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <speed,0,lift>);
                lift = 0;
                speed = 0;
                move = FALSE;
            }
    
            if(turningR)
            {
                llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <turn,-0,1>);
                turn = 0;
                turningR = FALSE;
            }
            if(turningL)
            {
                llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <turn,0,1>);
                turn = 0;
                turningL = FALSE;
            }
    
        }
    
        on_rez(integer start_param)
        {
            llResetScript();
        }
    } 

     PS: I don't know how to change the title to [Resolved] when I get an answer ._.

  14. Hello there, I am slowly getting more efficient and better at SLS.

    I do have a question about certain "if" and "else" possibilities.
    Is there a list that shows all options like the ones I listed below?
    I know a few, but I would like to know if there is a "or" possibility.

     

                if(llDetectedName(i) == "Bullet")
    //means that if the object is called Bullet it will:...
    
                if(llDetectedName(i) != "Bullet")
    //means that if the object is not called Bullet it will not:...
    
                if(llDetectedName(i) == "Bullet" && "Cody")
    //Despite it not being possible; means that if the object is called Bullet AND Cody it will:...
    
    //---------------What I would like to know:
    
                if(llDetectedName(i) == "Bullet" OR "Cody")
    
                if(llDetectedName(i) == "Bullet" AND NOT "Cody")

     

    I hopy my question is clear enough.

  15. Hello there, I am slowly getting more efficient and better at SLS.

    I do have a question about certain "if" and "else" possibilities.
    Is there a list that shows all options like the ones I listed below?
    I know a few, but I would like to know if there is a "or" possibility.

     

                if(llDetectedName(i) == "Bullet")
    //means that if the object is called Bullet it will:...
    
                if(llDetectedName(i) != "Bullet")
    //means that if the object is not called Bullet it will not:...
    
                if(llDetectedName(i) == "Bullet" && "Cody")
    //Despite it not being possible; means that if the object is called Bullet AND Cody it will:...
    
    //---------------What I would like to know:
    
                if(llDetectedName(i) == "Bullet" OR "Cody")
    
                if(llDetectedName(i) == "Bullet" AND NOT "Cody")

     

    I hopy my question is clear enough.

  16. Hello there!

    I could not find any topic related to this problem, as this is not an Object spamming me.

    Every time I log in, I receive a automatic IM message from my friend.

    (Message placed in spoiler below, Name censored for.. y'know)

     

    [21:03] Message from Second Life:
    Your object 'Object' has been returned to your inventory Lost and Found folder by ######### Resident from parcel 'Flying City of Lilith- Iron Hearts Group Land' at Antigua Island 126, 107 due to parcel owner return.
    [21:03] Message from Second Life:
    Your object 'Object' has been returned to your inventory Lost and Found folder by ######### Resident from parcel 'Flying City of Lilith- Iron Hearts Group Land' at Antigua Island 232, 0 due to parcel owner return.
    [21:03] Message from Second Life:
    Your object 'Object' has been returned to your inventory Lost and Found folder by ######### Resident from parcel 'Flying City of Lilith- Iron Hearts Group Land' at Antigua Island 160, 49 due to parcel owner return.
    [21:03] Saera (#########) paid you L$2000.
    [21:03] Message from Second Life:
    Your object 'Object' has been returned to your inventory Lost and Found folder by ######### Resident from parcel 'Flying City of Lilith- Iron Hearts Group Land' at Antigua Island 126, 107 due to parcel owner return.

     

    -The times that are displayed in the message are always the time I receive the message.

    -Seeing my friend once paid me L$2000 shows that it has been quite a long time ago, however I am not certain how long ago as I have tried to ignore it for a long time already.

    -She also receives these messages every time she logs in.

    -We do not know which objects have been returned at that time.

    -She returned my objects, we both manage the same homestead sim.

     

    I hope some one knows the cure to this problem ^^

  17. I have added a stop idle animation somewhere, yet it does not fix my avatar.

    However, if this was the cause of this annoying bug, thank you very much ^^

     

    The thing that I just can't understand is that whatever I try to stop the animation, even if it's from a new object telling me to stop all animations, the animations still come back when I go into mouselook.

  18. EDIT:

    Fixed...

    Problem:
    Somehow the hold_r_bazooka and aim_r_bazooka animations were locked on my avatar.
    Even without having anything attached, they were locked.

    Solution:
    Yes.. object littering. But not of the kind I expected.
    The weapon I was making started the problem, however a other weapon on the sim (one an NPC was holding)
    kept making me use the holding animations. Now I would admit to being a dumbass, if it weren't for the complete surprise that an npc scripted gun which I placed a few months ago, causes my avatar to act up after all that time.

    My apologies to those who broke their brains like I did, but you also have my thanks. o/

    Excuse me as I am going to beat the **bleep** out of  Lieutenant Carter the NPC.

  19. Thank you for your help.

    Trying your script also gives me the same problem, so it must be a problem with either my client, computer or connection.

    I will go over your version of the script and try to understand what each line does, hoping to learn a thing or two ^^

  20. [Resolved; Script worked fine, problem was probably caused by my own computer/client/connection. Thanx for helping o/]

    Hello there.

    After browsing the secondlife forum and trying all the tips kind people gave to others, I decided to place my own problem here. As I could not find a close matching problem that has been posted already.

    Script purpose:
    A player will upon entering the sim get an object called "Radio".
    They attach it to their HUD bottom right and then click it.
    (all animations aside) the radio starts playing a 6 clip message.

    Problem:
    The 6 clip message does not play seemless. With "Not seemless" I mean;
    each clip stops about 1 second too early, followed by a 1-2 seconds of silence, then proceeds to the next clip which also does the same.

    Related info:
    It seems that the clips DO play seemles to my friend, but not me.
    I am not a great scripter, but I am learning from many mistakes I made in the past, this one however... =\

    Script:

    default
    {
        state_entry()
        {
            llSay(0, "Test");
        }
    
        touch_start(integer total_number)
        {
            llInstantMessage( llDetectedKey(0), "Receiving incoming radio message. . .
    [Don't click the radio again or take it off untill it's finished]");
            llPreloadSound("3bb96018-abd5-45f1-c558-53b759d6cb3e");
            llPreloadSound("3883bd53-9704-fc00-5eda-e895158aada2");
            llPreloadSound("2989ab4f-63ea-e822-dc0d-dd3b26acbafe");
            llPreloadSound("9ad75b79-8cd3-1839-7ce6-6228a7030b49");
            llPreloadSound("1a7a0da8-cd53-d2e1-e7e0-86e9f1096bf3");
            llPreloadSound("4ef0f573-bb3a-c42c-a9d0-8f416db778c2");
        
              llPlaySound("3bb96018-abd5-45f1-c558-53b759d6cb3e",0.5);
                llSleep(10.0);
              llPlaySound("3883bd53-9704-fc00-5eda-e895158aada2",0.5);
                llSleep(10.0);
              llPlaySound("2989ab4f-63ea-e822-dc0d-dd3b26acbafe",0.5);
                llSleep(10.0);
              llPlaySound("9ad75b79-8cd3-1839-7ce6-6228a7030b49",0.5);
                llSleep(10.0);
              llPlaySound("1a7a0da8-cd53-d2e1-e7e0-86e9f1096bf3",0.5);
                llSleep(10.0);
              llPlaySound("4ef0f573-bb3a-c42c-a9d0-8f416db778c2",0.5);
        }
    }

     

    I have also tried:

    default
    {
        touch_start(integer total_number)
        {
            llPreloadSound("3bb96018-abd5-45f1-c558-53b759d6cb3e");
                llSleep(10.0);
            llPreloadSound("3883bd53-9704-fc00-5eda-e895158aada2");
              llPlaySound("3bb96018-abd5-45f1-c558-53b759d6cb3e",0.5);
                llSleep(10.0);
            llPreloadSound("2989ab4f-63ea-e822-dc0d-dd3b26acbafe");
              llPlaySound("3883bd53-9704-fc00-5eda-e895158aada2",0.5);
                llSleep(10.0);
            llPreloadSound("9ad75b79-8cd3-1839-7ce6-6228a7030b49");
              llPlaySound("2989ab4f-63ea-e822-dc0d-dd3b26acbafe",0.5);
                llSleep(10.0);
            llPreloadSound("1a7a0da8-cd53-d2e1-e7e0-86e9f1096bf3");
              llPlaySound("9ad75b79-8cd3-1839-7ce6-6228a7030b49",0.5);
                llSleep(10.0);
            llPreloadSound("4ef0f573-bb3a-c42c-a9d0-8f416db778c2");
              llPlaySound("1a7a0da8-cd53-d2e1-e7e0-86e9f1096bf3",0.5);
                llSleep(10.0);
              llPlaySound("4ef0f573-bb3a-c42c-a9d0-8f416db778c2",0.5);
        }
    }

     

    I am the last to ask for a fully working fixed version of this code, I hope some one can help me find the problem in the skips though =\

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