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ChaosRaine

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Everything posted by ChaosRaine

  1. Yes I deffinatly have the free prims to use.
  2. I made a laundry basket that when clicked fills with dirty laundry. It works great at the sandbox, but when i take it home and use it, I can't get the laundry to rez. I have it set to group.
  3. Cheers, that is what I was afraid of. Thank you for the help.
  4. I'm not finding anything like this, so I'm losing faith that it's possible. I want something that will automatically find the rez dates of my group members and send them gifts on the anniversary of it. If someone could just point me in the right direction to get the list set up, I would be extremely greatful.
  5. I finished my chair. I just had to come back and say thank you again LepreKhaun. I couldn't have done it with out that texture rotation you showed me. That little equation is going to open whole new worlds to me.
  6. Do you have any links or anything where I can learn more about the prim origami? I've only just learned about it and don't know any folds really. I'm gonna try to get into blender soon and try the custom mesh. I run simialr software to blender for a living, so I'm betting it won't be to hard to figure out how to make the shapes up.
  7. Cheers, I see where you are going with all that and I think I can do it. I'm trying to put .gifs for my letters eventually, so I can display a little timer right in the picture. I have somebody helping me with photoshop I'll see if she can figure out a way to tile the animations the way you have that lined up.
  8. No I don't want the prize texture to be linked to the letter texture. Basically what I did was fold a box so that sides 0 and 1 show as if they are the front. So if I put the prize texture on side 0 and the letter texture on side 1 they display on top of each other on the same side. So right now I have the prize linked with the appropriate texture displaying on 0. I just want to do a simiallar link with the chosen letter and a uuid for the texture and put that on side 1. Looks like that where the white is going to be the prize and the red will have a texture saying something like "The current letter is A" or whatever. I put in how you wrote it and it worked perfectly. That was well beyond my skill level. I didn't even know you could have the dual list like that. I have a lot to play with and learn from now. Thanks a lot. I help run a small clothing shop, Some real nice mesh clothes. If you want to swing by, you can have some free clothes as a thank you. Its Diders Designs http://maps.secondlife.com/secondlife/Bloodshroud%20Bayou/31/113/25
  9. Cheers mate script worked great. I'm adding in a texture change now that I want to use UUIDs with. I created a list called target and added a command llSetTexture(llList2String(target, (integer)winnerletter), 1); Trying to get it to grab the from the same area on the list that it gets the letter from. So if it grabs the fifth letter it grabs the fifth UUID. I think I'm useing the wrong veriable though. winnerletter can't be right. Thanks again man you have been really helpful. I don't think I could have gotten this far without you.
  10. I get how it selects it. What I'm currently trying to get it to do is select the number before they sit so I can link the texture to the selection and it will display the appropriate texture before they get the prize. I keep getting errors when I try moving it though and can't seem to pinpoint where I need to move the lines that select the objects so that it will select them earlier in the script and display the texture they are going to get rather then the one they already received. Right now with where it is located in the script, it is selecting the object after the person sits linking that with the texture change. and it displays the assosiated texture with the item they just received. I want it to show the next one they are going to get.
  11. OMG, That is where my thought prossess was going, but I was putting the integer totalobjects just in the other line. Cheers again mate . Now the only problem I have left is that it is displaying the assosiated texture of the prize that was just awarded and not the next prize to be givin' out. Sorry I'm asking so many questions you are basically writting it for me at this point. I was conserned I was in over my head, but I really think that this script is going to help me a lot in writting future ones. I really apprisiate all your help.
  12. Cheers mate. I've got it going now. Just have to get the texture to change with it now. If I use llSetTexture can I just use the same otherobjects veriable and just make sure the items line up in the inventory sequentially with their assosiated texture. Feel I'm getting close // count up how many objects are in inventory totalobjects = llFrand(totalobjects); string texture = llGetInventoryName(INVENTORY_TEXTURE, 0); // set it on all sides of the prim containing the script llSetTexture(texture, 2); // pick one number from the total number of object llGiveInventory(whositting,llGetInventoryName(INVENTORY_OBJECT, (integer)totalobjects)); but I need it to assosiate the texture with the matching object from the inventory, so I can display what they are going to win.
  13. Its not erroring out now, but I'm still not getting any objects. It tells me I am a winner and cancels the sit, but doesn't offer any item.
  14. Cheers I thought it had something to do with that. I was going mad. Now I just have to connect a texture to it.
  15. I might be getting in a little over my head with this one. I'm trying to make a lucky chair. Right now I'm having trouble putting in the script to make it select a random prize. I have gotten it to give out the same prize repeatedly. integer changeletter = 10; integer timerevent; string winnerletter; // ENABLE DEBUG MODE 0 = NO & 1 = YES integer debug = 0; // LETS GET TEH ALPHABET! list letters = ["C"]; // DEBUG **bleep** DON'T MESS WITH THIS deBug(string dmsg) { if(debug) llOwnerSay(dmsg); } // THIS IS THE CHECK NAME SUB checkname(key whositting) { // SAYS THE AVATARS KEY IN DEBUG MESSAGE deBug((string)whositting); // WE NEED TO KNOW WHO IS SITTING HERE A KEY IS USELESS! string whothat = llKey2Name(whositting); // SPLIT THER NAME UP list name = llParseString2List(whothat, [" "], []); // 0 is the First name change to 1 if you want to use LASTNAME string who = llList2String(name, 0); // Get the Length of the name integer length = llStringLength(who); // DELETE EVERYTHING AFTER LAST LETTER string firstletter= llDeleteSubString(who, 1, length); // CONVERT IT ALL INTO LOWERCASE firstletter = llToLower(firstletter); winnerletter = llToLower(winnerletter); // OK SO LETS SEE THEN IF THIS MATCHES if(firstletter == winnerletter) { llSay(0, "We Have a Winner!!!"); llUnSit(whositting); // to give a different inventory item type, // replace "INVENTORY_OBJECT" with "INVENTORY_NOTECARD", etc. { float totalobjects = (llGetInventoryNumber(INVENTORY_OBJECT)); // count up how many objects are in inventory totalobjects = llFrand(totalobjects); // pick one number from the total number of object llGiveInventory(llDetectedKey(0),llGetInventoryName(INVENTORY_OBJECT, (integer)totalobjects)); } } } getnewletter(); // NOPE THEY LOSE!! else { llSay(0, "Your first name doesn't begin with the letter "+winnerletter+ " it's "+firstletter); llUnSit(whositting); } } // SUB TO GET A NEW LETTER getnewletter() { // LETS SHUFFLE THE LIST AND GET A LETTER! list shuffled = llListRandomize(letters, 1); // NOW LETS SAY winnerletter = llList2String(shuffled, 0); llShout(0, "We are now looking for a lucky winner who's firstname starts with "+winnerletter); llSetText("Current letter is "+winnerletter, <1,1,1>, 1); } default { state_entry() { // START BE GETTING A LETTER getnewletter(); // THIS CONVERTS THE MINUITES INTO SECONDS WHICH IS WHAT LSL LIKES FOR TIMERS timerevent = (changeletter * 60); // START THE TIMER EVENT llSetTimerEvent(timerevent); // MAKE A SIT TARGET llSitTarget(<1.0, 0.0, -1.05>, <0.00000, 0.08716, 0.00000, 0.99619>); } timer() { // TIMER HAS RUN GET A NEW LETTER!! getnewletter(); } changed(integer change) { if (change & CHANGED_INVENTORY) { // YOU CHANGED THE SCRIPT OR SOMETHING IN HERE // RESET THE SCRIPT llResetScript(); } if (change & CHANGED_LINK) { key av = llAvatarOnSitTarget(); if (av) { checkname(llAvatarOnSitTarget());} } } } My problem has to be in this area { float totalobjects = (llGetInventoryNumber(INVENTORY_OBJECT)); // count up how many objects are in inventory totalobjects = llFrand(totalobjects); // pick one number from the total number of object llGiveInventory(llDetectedKey(0),llGetInventoryName(INVENTORY_OBJECT, (integer)totalobjects)); } } } As I had it working fine before playing with that portion. I'm getting a syntax error just after that where it says getnewletter(); It gives me syntax between teh r(
  16. Thanks for all the help guys. I'll go play with it some more and see what I can come up with. Sorry that it shows how new I am at scripting.
  17. Ok so far this is what I have ended up with. It still doesn't work it just sells the first object integer price =10; integer demo =0; integer moneys =3; //price how much !!!!!!!!!!!!!!!!!!! key target; //key otherone="key---key----key---key";//Input others key here value //integer qian=1; //If need to pay others, importation amount string oname="little box"; string dname="big box"; string cname="extra"; //Merchandise name default { state_entry() { integer face = llDetectedTouchFace(5); llSetPayPrice(PAY_HIDE, [PAY_HIDE ,PAY_HIDE, PAY_HIDE, PAY_HIDE]); llRequestPermissions(llGetOwner(), PERMISSION_DEBIT); } run_time_permissions(integer perm) { if(perm & PERMISSION_DEBIT) state cash; } } state cash { state_entry() { llSetPayPrice(price, [price ,PAY_HIDE, PAY_HIDE, PAY_HIDE]); ; } money(key id, integer amount) { target=id; llRequestAgentData( id, DATA_NAME ); if(amount != price) { llGiveMoney(id, amount); llInstantMessage(id, "You paid "+(string)amount+", which is the wrong price, the price is: "+(string)price); } else { // llGiveMoney((key)otherone,qian); llGiveInventory(target, oname); // llDie(); // Delete object } } on_rez(integer param) { llResetScript(); } } state sidetwo { state_entry() { integer face = llDetectedTouchFace(4); llSetPayPrice(PAY_HIDE, [PAY_HIDE ,PAY_HIDE, PAY_HIDE, PAY_HIDE]); llRequestPermissions(llGetOwner(), PERMISSION_DEBIT); } run_time_permissions(integer perm) { if(perm & PERMISSION_DEBIT) state cashtwo; } } state cashtwo { state_entry() { llSetPayPrice(demo, [demo ,PAY_HIDE, PAY_HIDE, PAY_HIDE]); } money(key id, integer amount) { target=id; llRequestAgentData( id, DATA_NAME ); if(amount != demo) { llGiveMoney(id, amount); llInstantMessage(id, "You paid "+(string)amount+", which is the wrong price, the price is: "+(string)dname); } else { // llGiveMoney((key)otherone,qian); llGiveInventory(target, dname); // llDie(); // Delete object } } on_rez(integer param) { llResetScript(); } } state sidethree { state_entry() { integer face = llDetectedTouchFace(3); llSetPayPrice(PAY_HIDE, [PAY_HIDE ,PAY_HIDE, PAY_HIDE, PAY_HIDE]); llRequestPermissions(llGetOwner(), PERMISSION_DEBIT); } run_time_permissions(integer perm) { if(perm & PERMISSION_DEBIT) state cashthree; } } state cashthree { state_entry() { llSetPayPrice(moneys, [moneys ,PAY_HIDE, PAY_HIDE, PAY_HIDE]); } money(key id, integer amount) { target=id; llRequestAgentData( id, DATA_NAME ); if(amount != moneys) { llGiveMoney(id, amount); llInstantMessage(id, "You paid "+(string)amount+", which is the wrong price, the price is: "+(string)cname); } else { // llGiveMoney((key)otherone,qian); llGiveInventory(target, cname); // llDie(); // Delete object } } on_rez(integer param) { llResetScript(); } }
  18. I'm trying to set up a script so that it will detect which face is selected to pay and it will sell diffrent items at diffrent prices depending on which face is selected. I have a basic script to sell items, but I can't figure out how to get it to change depending on the side selected. I can post what I have if anybody wants to see it.
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