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Sunbleached

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Posts posted by Sunbleached

  1. Hello!

    I would like to say thanks to the team of Linden Labs for your dedicated work and everything you have done for me and, I think, for many, especially during these difficult times!

    Thanks to all the good people who helped me on this forum!

    Thank you so much for your support to my friends and everyone, everyone!

    I also ask you to excuse me if I offended someone!

    I wish you Happy Holidays and all the best in the new year!

    :)

    • Like 4
  2. The forum member's profile picture was a simple hypnotic spiral. after a complaint by another forum member, allegedly suffering from epilepsy, the picture was replaced with a heavily distorted static version. well, ok, delete the picture completely... , but do LL have the right to replace it with another? Imagine that one day you log into your account, and instead of your profile picture you will see another, and possibly heavily distorted, how would you like it? :)

     

    • Haha 1
  3. Why when old forum users criticize LL they call it "opinion" and support each other but when I try to criticize LL, they attack me with accusations and humiliate me in every possible way? Is that local Nazism? noobonazism? social inequality? lolll! fffuuuu!

     

    • Haha 2
    • Confused 2
  4. 34 minutes ago, Madelaine McMasters said:

    It's not clear to me if you're wondering how to make an existing vehicle move sideways (you can't) or if you're trying to script one to do so. If the latter, you'd use llApplyImpulse as Profaitchikenz described, connected to the arrow keys using the following function...

    http://wiki.secondlife.com/wiki/LlTakeControls

    Strange, isn't it obvious? The question is in lsl scripting category. Whats not clear? 

    • Confused 4
  5. Hello! I'm trying to create an unpacker script for gacha (no copy items). is there any way to make the content appear in the folder and not in the objects? while it gives out just objects one by one.

    string START_TEXT = "Touch To Unpack"; // Text on rez
    string END_TEXT = "Item Is In Your Inventory"; // Text on completion
    string OPEN_SOUND = "6f61a589-b000-b685-d198-8c50d35dc926"; // Opening sound UUID
    
    default
    {
        state_entry()
        {
            llSetMemoryLimit(llGetUsedMemory()+1024);
            llSetText(START_TEXT, <1.0,1.0,1.0>, 1);
        }
        touch_start(integer n)
        {
            if(llDetectedKey(0)==llGetOwner()) // Detect owner
            {
            for (n--;n>=0;n--)
            {
                integer j=llGetInventoryNumber(INVENTORY_ALL);
                for (j--;j>=0;j--)
                {
                    string name=llGetInventoryName(INVENTORY_ALL,j);
                    if (llGetInventoryType(name)!=INVENTORY_SCRIPT)
                    {
                        llGiveInventory(llDetectedKey(n),name);
                        llTriggerSound(OPEN_SOUND, 1.0);
                        llSetText(END_TEXT, <1.0,1.0,1.0>, 1);
                        llRemoveInventory(llGetScriptName()); // Script self-delete
                    }
                }
            }
            }
        }
    }

     

  6. Why separate control for mouselook at all? I used to work with a boat scripts and as far as I remember there was no separate ML control.

    the problem is that it flies perfectly and does both banking and yawing from a third face view, but there is only one of these things in the ML. maybe the problem is really in the parameters, and not in the control.

    this is all very strange...

  7. 1 hour ago, Mollymews said:

    on the confusion part

    with control event logic then to begin with is best to set up flags for the different action parameters. On the wiki a code snippet shows how to translate control key actions to KeyDown, KeyPress and KeyUp

    then write your code in longhand to begin with. Longhand meaning that each action has its own code clause. It helps to understand exactly what needs to happen on each action

    when we have our vehicle up and running then we come back and optimise our code, combining actions and clauses where we can. Knowing that if our optimisation effort doesn't work as we thought then we can revert to our longhand code that does work and try another way to optimise

    a big stumbling block for new/ish coders is attempting to write optimised code from the outset. And to be fair to the new/newish people much of this is because a lot of publicly accessible scripts, wbich we use as a helpy guide, are optimised in part or in whole

    so we think that this is how code should be written.

    Thank you, I did everything as you wrote, assigned each key separately for each case - mouselook and non. but now it ...ehhh... it does yaw, but does not do banking, and I returned to where it all began and why this moment was added

                if (mode!=-2 && (level & CONTROL_ROT_LEFT || llGetAgentInfo(owner) & AGENT_MOUSELOOK))
                {
                    angular_motor.z = 10.0;
                    angular_motor.x = -50.0;
                    llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_START_TIME*.2);
                }

    In this case, the script in mouselook does banking, but not yaw since i considered it is preferable. I mean it does eather - eather, not both in mouselook... Maybe i am doing something wrong.

    Is there any other way?

    For example check if...

    4 hours ago, Sunbleached said:

    1. If mode is not -2 

    and (Control_rot_left) or (Control_rot_left in mouselook) pressed then "A".

    2. If (mode doesnt matter - for all mods, so nothing here...)

    (Control_left) or (Control_left in mouselook) pressed then "B".

    Is this a working option? And if yes (oh please!) it will look like?..

    if (mode!=-2 && (level & CONTROL_ROT_LEFT) || ((level & CONTROL_ROT_LEFT) && llGetAgentInfo(owner) & AGENT_MOUSELOOK)) {...}
    
    if ((level & CONTROL_LEFT) || ((level & CONTROL_LEFT) && llGetAgentInfo(owner) & AGENT_MOUSELOOK)) {...}

    EDIT: Nope just tried - dont work

  8. 1 hour ago, Profaitchikenz Haiku said:

    I suggest enclosing the (llGetAgentInfo () & Mouselook) in parentheses to be certain that the bitwise and is being applied to the right thing.

    You might want to try writing out a sentence specifying what are the conditions that dictate when yaw is to be applied so that you can then set up the tests accordingly. At the moment it seems to be

    If mode is not -2 AND either (or both)  Control_rot_left pressed OR owner in mouselook

    Is that what you intended?

    Hello! Thank you for your answer! 

    It supposed to be:

    1. If mode is not -2 

    and (Control_rot_left) or (Control_rot_left in mouselook) pressed then "A".

    2. If (mode doesnt matter - for all mods, so nothing here...)

    (Control_left) or (Control_left in mouselook) pressed then "B".

    Mode -2 is on water here. Thats why i dont need banking at the first sentence.

  9. @Mollymews Could you help a little bit more please? I'm working with a modification here and now it is not doing the yaw in the mouselook, only banking.

    And I am really confused in lsl operators...

     

            if (level & (CONTROL_ROT_LEFT|CONTROL_LEFT))
            {
                if (mode!=-2 && (level & CONTROL_ROT_LEFT || llGetAgentInfo(owner) & AGENT_MOUSELOOK))
                {
                    angular_motor.z = 10.0; 
                    angular_motor.x = -50.0;
                    llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_START_TIME*.2);
                }
                else 
                {
                    angular_motor.z = 10.0; 
                    angular_motor.x = -0.0;
                    llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 5);
                }
                
                if (edge & (CONTROL_ROT_LEFT|CONTROL_LEFT)) 
                {
                    setRudder(-1);
                }
    
            }

     

  10. 9 hours ago, Mollymews said:

    split out CONTROL_LEFT / CONTROL_RIGHT to apply angular_motor.z

    example:

    
    if (level & CONTROL_ROT_RIGHT)  // LeftArrow key
    {
       angular_motor.x = TWO_PI;
    }
    else if (level & CONTROL_ROT_LEFT)  // RightArrow key
    {
       angular_motor.x = -TWO_PI;
    } 
    else
    {
       angular_motor.x = 0;
    }
    
    if (level & CONTROL_RIGHT)  // Shift+RightArrow keys
    {
       angular_motor.z = TWO_PI;
    }
    else if (level & CONTROL_LEFT)  // Shift+LeftArrow keys
    {
       angular_motor.z = -TWO_PI;
    } 
    else
    {
       angular_motor.z = 0;
    }

     

    Thank you very much! I only had to change

    if (level & CONTROL_RIGHT)  // Shift+RightArrow keys
    {
       angular_motor.z = TWO_PI;
    }
    else if (level & CONTROL_LEFT)  // Shift+LeftArrow keys
    {
       angular_motor.z = -TWO_PI;
    }

    But basically it works! HAPPY HOLIDAYS!

  11. Hello! How to add YAW to Cubey Terra's Plane Airplane script?

    I got this wonderful control section but no idea on how this could be done.

    And the most important thing: yaw should be done with the Shift or LMB held and turn.

        //FLIGHT CONTROLS     
        control(key id, integer level, integer edge) 
        {
     
                integer throttle_up = CONTROL_UP;
                integer throttle_down = CONTROL_DOWN;
                integer yoke_fwd = CONTROL_FWD;
                integer yoke_back = CONTROL_BACK;
     
                vector angular_motor; 
                 
                 
                // THROTTLE CONTROL--------------
                if (level & throttle_up) 
                {
                    if (fwd < maxThrottle)
                    {
                        fwd += 1;
                    }
                }
                else if (level & throttle_down) 
                {
                    if (fwd > 0)
                    {
                        fwd -= 1;
                    }
                }
                 
                if (fwd != fwdLast)
                {
                    llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <(fwd * thrustMultiplier),0,0>);
                     
                    // calculate percent of max throttle and send to child prims as link message
                    float thrustPercent = (((float)fwd/(float)maxThrottle) * 100);
                    llMessageLinked(LINK_SET, (integer)thrustPercent, "throttle", "");
                    llOwnerSay("Throttle at "+(string)((integer)thrustPercent)+"%");
                     
                    fwdLast = fwd;
                    llSleep(0.15); // crappy kludge :P
                }
     
                 
                // PITCH CONTROL ----------------
                if (level & yoke_fwd) 
                {
                    angular_motor.y = 3.0;
                }
                else if (level & yoke_back) 
                {
                    angular_motor.y = -3.0;
                }
                else
                {
                    angular_motor.y = 0;
                }
                 
     
                // BANKING CONTROL----------------
     
                if ((level & CONTROL_RIGHT) || (level & CONTROL_ROT_RIGHT)) 
                {
                    angular_motor.x = TWO_PI;
                }   
                else if ((level & CONTROL_LEFT) || (level & CONTROL_ROT_LEFT)) 
                {
                    angular_motor.x = -TWO_PI;
                }
                else
                {
                    angular_motor.x = 0;
                }
     
                llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);
                 
        } 

     

  12. Seriously, guys, I'm already afraid to go into this project, because all that it brings to me is negative emotions and waves of hatred, and those who agree are silent, because they are afraid... I no longer expect any support or help from you. and in general, sl turned into a paradise for perverts (or was it always like that?). I won’t read your answers, but if you want to show off to people like you, please.

  13. 16 hours ago, Alyona Su said:

    That doesn't mean it will be delisted, sometime a flag is reviewed and dismissed. BUT, They will never know about it unless it's flagged.

    you just confirmed my words about double standards...

    7 hours ago, ChinRey said:

    It's not SL, it's Ninetendo. They own the rights to their name and when they don't allow us to use it, we and LL have no choice but to comply.

    lol you seriously think nintendo care about this freebie? you have paranoya?

     

    16 hours ago, Alyona Su said:

     

    YIKES what double post?

  14. 42 minutes ago, Syn Anatine said:

    Nope, I did not. It's right there in your first post.

    So once again:

     

    awesome! you perverted my words again!

    On 11/20/2019 at 10:25 PM, Alyona Su said:

    You can tag those others that remain on sale, you know. Justsayin'.

    by the way, guys! you are so smart! how do i proper flag it? cause i tried now and i could not find matching reason for it provided! is it "keyword spam" or "my intellectual property"? i imagine, how nintendo flagged my item! wooow, i am so impressed!

    • Haha 1
  15. On 11/20/2019 at 10:25 PM, Alyona Su said:

    You can tag those others that remain on sale, you know. Justsayin'.

     

    On 11/20/2019 at 8:51 PM, Syn Anatine said:

    Those still for sale just haven't been reported/caught yet.

    The "Other's do it, too." excuse Is incredibly childish.

    you know, thats a brilliant idea! i will be serious adult mature guy and go report those others!!! its about 100 items,... but the hell with them! piece of cake! i will report them all, thank you! you guys are freakin awesome!

  16. SL once again comes to the grotesque in its venality and double standards. My free product with the #Nintendo tag was temporarily removed from sale, its ok now, I simply removed that tag. I became interested and I decided to check whether this innovation was applied to everyone. it turned out that paid products with this tag remained on sale. you can check. I laugh at you, nation of merchants!

    • Confused 2
  17. Someone was delving into my inventory.
    I recently created such a post :

     the next day, I decided to create another applier, but I found that this method doesn’t work anymore and the appliers made by me using this method disappeared.

    Edit: i was so stupid to mention about this method in my dialogue with catwa clip, so its too obvious...

    • Confused 1
  18. SOLVED! I contacted Catwa's owner, they told me it's not possible, only for skins this option works.

    Short hint for those who want to make such an effect (works for skins only!) 

    1. Follow instructions, use any textures as diffuse and normal maps and only specular map must be your glitter effect.

    2. Later when you generate your script do everything as always and just remove textures code between "" quotes for diffuse and normal. It will look like:

            cmd += [""];
            cmd += ["blahblahblahblahblah........blahblah"];
            cmd += [""];

    3. Have fun!

     

    Hello! how to make such an effect on the Catwa head? I managed to make a regular tattoo, applied on a blush layer. but I didn’t even find custom material button for blush in the master hud, only on skin. on this as I understand it, such effect goes to the skin layer, or am I wrong? then what layer does such texture go to? maybe i need some kind of a special applier?

    ezgif.com-crop.gif

    Edit: I used Catwa dev kit for my tattoo, but couldn't find any materials option there.

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