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pastela

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  1. Yup! When you click them all it says 'clock face' as the group prim name.
  2. It doesnt give an error anymore but still does not work >.< (well it chimes but the arms to not move) What I put together is not pretty, plan to do that after I figure out the script, but if I should have named anything something and if thats why it doesnt work - the clock is here http://maps.secondlife.com/secondlife/Waterton/49/227/21 And here are my scripts (direct copy pastes): Please help and sorry for my being a noobie! Thanks, pastela // Ceera's Westminster Clock, with hour chimes // Based on simple clock by Beverly Larkin // Uses two linked message scripts in the hour hand and minute hand. // Always displays current SL time (Pacific Coast Time) integer H; //Hours integer M; //Minutes string chimeA = "95a691d0-21c0-21c2-5918-e18ed7e05b2e"; // First 10 sec of top-of-hour chimes string chimeB = "f5ba3a09-5fa2-d4ac-92bc-4d0000a2e786"; // Second 10 sec of top-of-hour chimes string chimeBong = "d87217bc-cb47-7d85-c2ea-b0e3d2e40a72"; // a two-second single bong getTime() { integer T = (integer)llGetWallclock(); // Get time PST if (T > 43200) //If it's after noon { T = T - 43200; //Subtract 12 hours H = T / 3600; //get hours M = (T - (H * 3600)) / 60; //get minutes if(H == 0) //if the hour is 0 { H = 12; // make the hour 12 } } else { H = T / 3600; //get the hour M = (T - (H * 3600)) / 60; //get minutes if(H == 0) //if the hour is 0 { H = 12; // make the hour 12 } } } chimeCheck() { if(M == 59) // preload chime sounds { llPreloadSound( chimeA ); // First 10 sec of top-of-hour chimes llSleep(10); llPreloadSound( chimeB ); // Second 10 sec of top-of-hour chimes llSleep(10); llPreloadSound( chimeBong ); // a two-second single bong llSleep(2); } if(M == 0) // Time to strike the hour! { llSetSoundQueueing(FALSE); // Don't wait until sound is done before playing next sound // Play the top of the hour bells llPlaySound(chimeA,1.0); llSleep(10); llPlaySound(chimeB,1.0); llSleep(10); // Chime the hour integer i = 0; for (; i < H; ++i) // Loop for the number of hours { llPlaySound(chimeBong,1.0); llSleep(2.0); } } } default { on_rez(integer start_param) { // Restarts the script every time the object is rezzed llSetTimerEvent(60); // Activate the timer to get time every one minute getTime(); llMessageLinked(LINK_SET, M, "minutes", NULL_KEY); llMessageLinked(LINK_SET, H, "hour", NULL_KEY); chimeCheck(); // Comment this out to silence the chimes } timer() { getTime(); llMessageLinked(LINK_SET, M, "minutes", NULL_KEY); llMessageLinked(LINK_SET, H, "hour", NULL_KEY); chimeCheck(); // Comment this out to silence the chimes } } ___________________ // Script for minute hand default { link_message(integer sender_number,integer number,string message,key id) { if(message == "hour") { float degrees=((360-30*number)/10000); rotation handPos=llEuler2Rot(<0,0,degrees*DEG_TO_RAD>); llSetLocalRot(handPos); } } } ___________________ // Script for minute hand default { link_message(integer sender_number,integer number,string message,key id) { if(message == "minutes") { float degrees=(360-6*number); rotation handPos=llEuler2Rot(<0,0,degrees*DEG_TO_RAD>); llSetLocalRot(handPos); } } }
  3. It will not work for me. I created the three prims exactly as she spoke, put exactly the script listed for each part in each (and no more), linked them with the face as the base then rerezzed it all. One thing interesting is when I included the scripts for the minute hand and the hour hand both came up with error... maybe that is why it is off. But the clock face works as I hear it chime on the hour... Please help make the hands move! Thanks
  4. So here is my attempt at it, frankensteining together different scripts. As you can tell I am pretty much a noobie to scrpts. If you could please tell me how to make it work I would be greatly appreciative! Thanks! Script... setClock() { integer t = llRound(llGetWallclock()); integer minutes = (t % 3600) / 60; integer minutes_angle = minutes; minutes_angle*=6; minutes_angle = 180-minutes_angle; rotation vRotArc = llEuler2Rot( <minutes_angle, 0.0, 0.0> * DEG_TO_RAD ); } default { state_entry() { llSetTimerEvent(60); setClock(); } timer() { setClock(); } }
  5. I recently put up a flag, covering the whole 512 plot of land I have, at 398 in the air. I made all the other surfaces of the prim invisible, if that matters. When the world map shot updated my flag became just a red blur covering the property (it was meant to be a Canadian flag). How can I make it so that it shows up correctly?
  6. Thank you that really helps! llSetRegionPos made everything peachy ^^ Here is my final script... default{ state_entry() { llSetStatus(STATUS_PHYSICS, TRUE); llSetTimerEvent(7); //takes about 7 seconds to roll down the hill with physics } timer() { float randomFloat = 75 - llFrand(10); llSetStatus(STATUS_PHYSICS, FALSE); llSetRegionPos(<25,randomFloat,121>); //top of hill llSetColor(<llFrand(1.0),llFrand(1.0),llFrand(1.0)>, ALL_SIDES);//groovy llSetStatus(STATUS_PHYSICS, TRUE); } }
  7. (Realized I posted this in wrong section first >.<) ... First let me say I am quite new to scripting here! ... default{ state_entry() { llSetTimerEvent(5); //takes about 5 seconds to roll down the hill with physics } timer() { llSetAlpha(0.0, ALL_SIDES); //don't want to see the ball go anti-gravity llMoveToTarget(<27,72,221>, 0.1); //top of hill llSetAlpha(1.0, ALL_SIDES); //and it is back! llSetStatus(STATUS_PHYSICS, TRUE); } } Why won't this work? It chooses to just float (and does a wacky spin) above the hill when it gets back up and does not loop. Also, if you have a more efficient way of doing this please tell! I was trying to set up an if statement for if it hits a certain x or z location (the hill is not nice and smooth so can not predict where is lands on the y axes / left or right at the base of the hill) then it goes back up to the target... but that didn't even work the first way through >.< Thanks! Anna Pastela (pastela.Resident)
  8. Hi! Feel free to reach out to me ^^ I am friendly and always happy to meet new people Looking forward to hearing from you here or in world, Anna Pastela (pastela.Resident)
  9. Hi Tis my kind of music too! I dont ususlly listen to it in clubs in world though, I stick to being in world and playing my podcats or ipod in the background. Podcats: ABGT, Hardwell, State of Trace, Gath Emery, Club Life, Levels... Would be cool if there was a SL club with such music, have not really looked into it... Or of course to chat Anway up to you know, reach out in world or here (Sorry unable to log in atm so no IM from me right now ) Anna Pastela (pastela.Resident)
  10. I went on vacation and just got back, while I was away I signed in on my phone to chat so if I received a message regarding the objects and the sale I may have missed it. Thanks!
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