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Asimos

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  1. How can I hide the RLV Commands (eg. @unsit=n ) when the target avatar is not wearing an RLV Relay?
  2. This is what finally worked for me. close Second Life viewer. open Second Life/skins/default/xui/en-us/floater_animation_preview.xml in a text editor and change max_val="4" to max_val="6" in the following section: <spinner decimal_digits="0" follows="left|top" height="18" increment="1" initial_val="0" label="Priority" label_width="50" left="10" max_val="4" min_val="0" name="priority" tool_tip="Controls which other animations can be overridden by this animation." width="90" /> open Second Life/app_settings/anim.ini and add this section to the top: [GLOBALS] priority = 6 (or other desired value) Make the .bvh only 2 frames (I used bvhacker). Frame 0 the T-pose and frame 1 whatever you want. During my tests, any additional frames result in the animation to break when the avatar walks. I checked other .bvh files with priority 5 and 6 and all that really work are 2-frame anims! Upload the .bvh anim inworld using priority 5 or 6.
  3. I changed my viewer to alow priority up to lever 6. I uploded a .bvh file with priority 6. It still does not top the AO walk (and it is one of those free ones that many peoplel in SL use, so I must cater for that if I want to market that product). I will try the Blender/anim path and see howit goes.
  4. Thanks Sassy for the fast reply. I just tried switching between 2 anims on a timer even loop and it does not work well. It looks that the time-in and time-out of the AO has to do something about it. I didn't know that we can upload .anim format. I must try that. But first the easy one (change viewer to allow priority 5 and 6.bvh files).
  5. I need to restrain the hands. I created the cuffs with an animation which is automatically trigered when the cuffes are attached. The animation was uploaded with priority 4, which is the maximum alowed by the viewers. It works well until the avatar starts to walk.The walk AO takes over. I guess I need to upload with priority 5. How do we do that? If priority 5 unloading is not possible, then has anybody used a timer event that trigers the animation every x seconds to interupt the AO when it kicks in?
  6. Actually I am NOT that far. With those coordinates, I shouldn't be more than 11m, and I chose those coordinates on purpose (Delta X=3.5, Delta Y=10m, Delta Z=0) to stimulate a more in-depth disuction with the forum on llSetPos and its limits. Also, I chose for simplicity the prim be positioned on the center of the avatar with local coordinates <0,0,0>. But let me change the coordinates if that helps to refocus the discussion on the real issue . With the following coordinates the distance is well below 10m, yet it does not work: vector target = <123.5, 130.0, 26.0>; vector avatar = <120.0, 129.0, 26.0>; llSetPos(target - avatar); A fast diagram will help you understand that, for approximate positioning, what I'm doing is good enough (please keep it simple, and as I said, localvector=<0,0,0>. Once I understand why that does not work, then adding the local vector is trivial).
  7. I have attached a prim on pelvis. Prim Local position is <0,0,0> (so I do not have to worry about small deviations from the center) I want to reach a target at Global Position <123.5, 130.0, 20.0>. My avatar is at Global Position <120.0, 125.0, 21.0>. My basic math tell me that the following should approximately place the prim on the center of the target. My avatar is facing the target (so I do not have to worry about rotations at this point in time). Yet is does not work. Any ideas why? ... vector target = <123.5, 130.0, 26.0>; vector avatar = <120.0, 120.0, 26.0>; llSetPos(target - avatar); ...
  8. Asimos

    Object Inspect

    I will then follow the llCastRay path. Thanks Rolig.
  9. Asimos

    Object Inspect

    What if I attach an object on my avatar (let's call that Hammer) and I go through the list of objects around me (the list I get from sensor scan) and I hit each one on the head (I can get their position and I can move/position the Hammer on those x/y/z coordinates). Will that raise a collision event to get their id?
  10. Asimos

    Object Inspect

    I have no way to identify the object other than pointing at it. What a disappointment again by the limitations of LSL. I wonder how those combat sites and the various guns in SL work. By the way, thanks for the objects/scripts that you have send me. As you might have already realized, all you get are information about he objects around you and nothing to point out to you which object is the one you are looking at. I have done a similar script using the sensor, just last week to check if the master of a slave is in the same sim to activate the leash particles (among other things). In that case I know the name of the master (and therefore the UUID of the master) and I can do an if statement to identify them and their position. Also I have done a scanner (long time ago) that you can enter the name or the UUID of an avatar and get back their real online status. I'm sending you a copy. Very useful for keeping an eye on cheating bf and/or gf :-) You wrote "The only way to get the information you want with LSL ....". Is there any other way that I can do it? I can code in java, python, C, C++, VB and VB.net I haven't seen an external application wrapper in SL yet.
  11. Asimos

    Object Inspect

    Let's not carried away and loose focus. I'm sure you understand that I'm trying to do a concept proof before I start scripting. Therefore, I would like to refocus the discussion on the main requirement and not how llDetectedKey() or llDetectedName() works. That is really trivial. The issue is how to target an object or an avatar using your mouse (once I get soem sort of ID, a name or a UUID back, the rest is easy).
  12. What if you want to put it in the market place. It looks that now there is no solution. Does the use of UUID (in the owners Inventory) instead of the name as helps?
  13. An object ends at the customers with No Mod, Yes Copy, No Transfer. This Object conatins scripts and a texture with the name "texture-A" that end at the cutomers with No Mod, Yes Copy, No Transfer too. The following line gives them an error "Texture not transferable." "Could not find texture 'texture-A'." * llSetLinkTexture(3, "texture-A", 1); I even changed to the following and they still get the same errors. * llSetLinkPrimitiveParamsFast(3,[PRIM_TEXTURE,1,"texture-A",<1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]); I even uploaded a new texture-A just incase. I still get the same errors (Actuaty is is worst now. They get --Texture not transferable..... Too many errors... dropping further messages until the flood stops.)
  14. Asimos

    Object Inspect

    Maybe I'm missing something. Let's say there are 3 objects around me. I use the sensor and with llDetectedName I get 3 names: Obj-A, Obj-B, Obj-C. How does this help me to identify my target?
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