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KayKendall

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Everything posted by KayKendall

  1. Solved! Thank you both for taking the time to help. It was apparently the fact that I flattened the Z axis that made the difference. It is working now as intended. Thank you both once again Kay
  2. I have searched for help on this script and found one article but it didn't really help much. I am trying to create a bird like object with flexi wings and have them flap with the AS Flexi Wing script below. I created two prims as boxes and flatened them then linked them to a cylinder in the middle. Using Edit linked I set each flat prim to Flexible and named them WING (I did not use the quotation marks....Should I have?). I then added the script to the Root and nothing happened. I tried playing with the settings a bit but to no avail. Is there something I missed or did wrong? Should i have zeroed out the settings in the child prims and let the script call them? Any help would be great! TIA Kay /* Change the gravity settings on flexi child prims named "WING" each second to simulate flapping. */ // Gravity settings for the flaps float UP = 1.0; float DOWN = -1.0; float MID = 0.0; // Looping order of the flaps list FLAPS = [ UP, DOWN, UP, DOWN, UP, DOWN, MID, MID, MID, MID ]; // internal values integer current_flap = 0; list WingIDs = []; list LinkedList(string Needle) { list Needles; integer Hay = 1; integer Stacks = llGetNumberOfPrims(); for(; Hay <= Stacks; ++Hay ) if(llGetLinkName(Hay) == Needle) Needles += Hay; return Needles; } default { state_entry() { WingIDs = LinkedList( "WING" ); llSetTimerEvent( 1.0 ); } timer() { if ( current_flap >= llGetListLength(FLAPS) ) current_flap = 0; integer x = llGetListLength(WingIDs); integer y = 0; for ( ; y < x; ++y ) { llSetLinkPrimitiveParamsFast( llList2Integer( WingIDs, y ), [PRIM_FLEXIBLE, TRUE, 1, llList2Integer(FLAPS, current_flap), 0.0, 0.0, 1.0 , <0, 0, 0>]); } ++current_flap; } }
  3. Innula, Thanks again....I had a syntax error on line 17 but when I changed pos to position and moved the ) one space in it saved and worked like i wanted. You folks here are so smart it is truly humbling. Thank you once again and thanks to all who helped This is what I ended up with: ////////////////////////////////////////////////////////// // © Wizardry and Steamworks 2011, license: GPLv3 // // Please see: http://www.gnu.org/licenses/gpl.html // // for legal details, rights of fair usage and // // the disclaimer and warranty conditions. // ////////////////////////////////////////////////////////// // Orientates the primitive's positive z axis // towards a position and moves the primitive // towards that position. // // IN: vector representing a position in region // coordinates. // OUT: nothing. moveTo(vector position) { llTargetRemove(targetID); targetID = llTarget(position, 0.8); llRotLookAt( llRotBetween( <1.0, 0.0, 0.0>, llVecNorm( <position.x, position.y, position.z> - position) ), 0.6,0.6 ); llMoveToTarget(position, 3.0); } // Vector that will be filled by the script with // the initial starting position in region coordinates. vector iPos; // Integer that the script will use to detect // the next target position it will reach. integer targetID; // Begin script. default { state_entry() { iPos = llGetPos(); llSetStatus(STATUS_PHYSICS, FALSE); llSetRot(ZERO_ROTATION); llSetStatus(STATUS_PHYSICS, TRUE); llSetForce(<9.81,0.0,0.0> * llGetMass(), 0); llVolumeDetect(TRUE); llSetStatus(STATUS_BLOCK_GRAB, TRUE); llSensorRepeat("", "", AGENT, 64, TWO_PI, 1); } sensor(integer num) { llSetStatus(STATUS_PHYSICS, TRUE); llSetForce(<9.81,0.0,0.0> * llGetMass(), 0); llVolumeDetect(TRUE); llSetStatus(STATUS_BLOCK_GRAB, TRUE); llSetStatus(STATUS_ROTATE_X|STATUS_ROTATE_Y|STATUS_ROTATE_Z, TRUE); integer nagent = (integer)llFrand(--num); if(llGetAgentInfo(llDetectedKey(nagent)) & AGENT_FLYING) return; vector dPos = llDetectedPos(nagent); moveTo (dPos +<-1.0, 0.0, -0.75> *llDetectedRot(nagent)); } no_sensor() { llSetStatus(STATUS_PHYSICS, FALSE); llSetRot(ZERO_ROTATION); } on_rez(integer num) { llSetStatus(STATUS_PHYSICS, FALSE); llSetRot(ZERO_ROTATION); llResetScript(); } }
  4. Innula, Thanks again....I had a syntax error on line 17 but when I changed pos to position and moved the ) one space in it saved and worked like i wanted. You folks here are so smart it is truly humbling. Thank you once again and thanks to all who helped
  5. Thank you so much for the help! It did resove the height issue but I still have one issue I need help with as well...the croc is now moving head down and tail up vertically like a human would walk. Is there a way to change the rotation so the crock is horizontal and head first?
  6. I am trying to adapt an open source script made for zombies to another smaller object specifically a crocodile. The zombies the script was written for are very tall and when I place the script in the croc it floats well over my head as it follows me. Is there a way to adjust the height in the script I am missing or is there a line that could be added? Obviously I am pretty much a noob and could use some help. Here is the script: ////////////////////////////////////////////////////////// // (C) Wizardry and Steamworks 2011, license: GPLv3 // // Please see: http://www.gnu.org/licenses/gpl.html // // for legal details, rights of fair usage and // // the disclaimer and warranty conditions. // ////////////////////////////////////////////////////////// // Orientates the primitive's positive z axis // towards a position and moves the primitive // towards that position. // // IN: vector representing a position in region // coordinates. // OUT: nothing. moveTo(vector position) { llTargetRemove(targetID); targetID = llTarget(position, 0.8); llLookAt(position, 0.6, 0.6); llMoveToTarget(position, 3.0); } // Vector that will be filled by the script with // the initial starting position in region coordinates. vector iPos; // Integer that the script will use to detect // the next target position it will reach. integer targetID; // Begin script. default { state_entry() { iPos = llGetPos(); llSetStatus(STATUS_PHYSICS, FALSE); llSetRot(llEuler2Rot(<180., 65., 180.>*DEG_TO_RAD)); llSetStatus(STATUS_PHYSICS, TRUE); llSetForce(<0,0,9.81> * llGetMass(), 0); llVolumeDetect(TRUE); llSetStatus(STATUS_BLOCK_GRAB, TRUE); llSensorRepeat("", "", AGENT, 64, TWO_PI, 1); } sensor(integer num) { llSetStatus(STATUS_PHYSICS, TRUE); llSetForce(<0,0,9.81> * llGetMass(), 0); llVolumeDetect(TRUE); llSetStatus(STATUS_BLOCK_GRAB, TRUE); llSetStatus(STATUS_ROTATE_X|STATUS_ROTATE_Y|STATUS_ROTATE_Z, TRUE); integer nagent = (integer)llFrand(--num); if(llGetAgentInfo(llDetectedKey(nagent)) & AGENT_FLYING) return; vector dPos = llDetectedPos(nagent); moveTo(dPos + <0,0,2.8>); } no_sensor() { llSetStatus(STATUS_PHYSICS, FALSE); llSetRot(llEuler2Rot(<180., 85., 180.>*DEG_TO_RAD)); } on_rez(integer num) { llSetStatus(STATUS_PHYSICS, FALSE); llSetRot(llEuler2Rot(<180., 65., 180.>*DEG_TO_RAD)); llResetScript(); } }
  7. Hi all! I am beginning a role play that will go on for some time and it involves dungeon play etc. I have a Belleza Mesh body and I have tattoo layers that will allow my body to appear dirty as time goes on and I have whip marks and bruises as well. Now the question: I will be wearing non mesh hair for this because I like the way it moves. It is straight and blond in color...is there anyone out there that makes desheveled or matted hair styles that I could use to simulate being in captivity for a while? Clearly having pretty, clean and brushed hair is really OOC...any help would be appreciated !! Kay
  8. The hud appears to be loading correctly and does not have a ? or any other way to get help. There was nothing in the package but one object and that is all. When I cast a spell the chat window displays Cast Shield or whatever.... The following are the spells listed besides the 9 in the hud itself... ELEMENTS FORCES attack spell : * TERRA push * WATER storm * FIRE pull * AIR orbit = CMD Bliz = Burn ball = Freeze gel = Blaster sound * banquish * Energyball * Fireball * Iceball * Smokeball * Snowball * spiritball = ground spirit Projection = Open gate telepot = spirit Telepathy = Platform of evil team * wall water * Shield energy * air Shield * scream fire shield * Aura Conceal * Aura Reveal * Aura Conjure Snow * Mega fire spell * Mega ice spell * Mega Light Spell * Air binding Spell
  9. Hi All, I recently purchased a spell book that came with a hud but no instructions at all. When attached the hud has 9 spells which is about a fourth that were listed in the ad in the market place. It was 1800 linden so not cheap and should do what was advertised for that price. I IM'd the seller and got no reply so now I'm seeking help here. It is the Spell Book 2013 and does anyone have any experience with it? Is it legit or was I ripped off? Is there a way to type the spell in chat to make it work?? Any help at all would be appreciated.... Thanks, K
  10. Hi all! I've done some searches but haven't found the answer I seek. I am considering buying a Spell Hud that has the ability to Push etc... My questions is this...this hud has lots of other cool visual effects that don't involve pushing or attacking etc. Can I use this Hud in a sim that say allows building but no pushing? More to the point I guess is how can I tell if use would be permitted in a particular sim? TIA, Kay
  11. Hi All! Everytime I teleport, my avatar starts bending at the knees or crouching when I stop walking. When I select "stop animating my avatar" it removes the animation but it comes right back the next time I teleport. It does'nt matter which viewer I am using either and I have detached my movement AO and that makes no difference. This just started recently....Any ideas? Kay
  12. Hi All! Everytime I teleport, my avatar starts bending at the knees or crouching when I stop walking. When I select "stop animating my avatar" it removes the animation but it comes right back the next time I teleport. It does'nt matter which viewer I am using either and I have detached my movement AO and that makes no difference. This just started recently....Any ideas? Kay
  13. First of all I would like to thank everyone for taking the time to help me with my problem, you're all TERRIFIC! I ended up using the camera control to look at the object from the side. I could not click on it without moving it out of view because my AVI kept moving too. I changed the setting in preferences to "no action on single click" and Voilla! I was able to select it and take it from the wall! Thanks again everyone! Kay
  14. Thanks! Have no Idea how this happene:o Anyway, tried the corner edge, no luck. Select by Surrounding is checked. It highlights the fireplace, walls etc. but not the box.
  15. Hello Everyone, I recently rezzed a purchase in my Linden Home and it somehow is now "attached" to the wall. I cannot get it to open a menu when I click on it and I don't know how to Take It back or delete it. Anyone had this happen before? I don't want the added prim count of this object on my wall...lol. Help! Problem Solved! First of all I would like to thank everyone for taking the time to help me with my problem, you're all TERRIFIC! I ended up using the camera control to look at the object from the side. I could not click on it without moving it out of view because my AVI kept moving too. I changed the setting in preferences to "no action on single click" and Voilla! I was able to select it and take it from the wall! Thanks again everyone! Kay
  16. Problem solved! Than You so much:) Kay
  17. Hello All, When I try to use my bed with a partner it allows me to pose but gives my partner the following message. Ball whispers: no permission to use pose ball. How do I change the Permissions? Thanks, Kay
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