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About Rubberene

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  1. I have a product I sell which consists of a HUD and an attachment. Two scripts. 0.06069 ms script time. I have sold nearly 700 of them since I first listed them last May. The vast majority of people who buy them have no trouble, but occasionally I get a message from someone who says it "stopped working." I think so far I have gotten this message about six times. Inevitably I find that they are wearing a ton or three of scripts, for example: [12:39] Script info: '*Anonymous* Resident': [336/376] running scripts, 20988 KB allowed memory size limit, 1.193797 ms of CPU time consumed. I
  2. Wow, really? I would have sworn this has worked for me in the past. I guess I could be wrong.
  3. I am trying to make the textures rotate on sides 0,1&3 of a cube. I put the following script in it to do so: default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, 0,1,1,0, TWO_PI, -PI); llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, 1,1,1,0, TWO_PI, -PI); llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, 3,1,1,0, TWO_PI, -PI); } } Result: only side 3 rotates. If I comment out the call for side 3, side 1 rotates, and so on. What am I doing wrong?
  4. Ah, I knew it was something like that, I just wasn't sure where it was supposed to go. Thanks so much for all your help and patience.
  5. When speaking of syntax, I meant the syntax required to get the script to compile and run. I realize it is important to understand the logic of what is going on, which is why I asked about how counters function. Thanks for answering that, I now understand at least a tiny bit better. From what you posted, I came up with this: default{ state_entry() { llSetTimerEvent(10); } timer() { gCount = (++gCount)%4; llPlaySound(llList2String(["One","Two","Three","Four"],gCount),1.0); if (gCount == 1) { llStartAnimation("Squinty Eye"); } } However, I think
  6. Yes, since the last bit of code you posted I have played with it, and I have discovered that llSleep is not the best of options, as the internal animations for facial expressions I am trying to use will not persist through the sleep phase, and in any event are very short. It seems in order to get an extended open mouth anim I will have to trigger "express_open_mouth" repeatedly, Unless you know of a better way to do this? Thanks for posting the timer info, but I am afraid it is just plain beyond me at this point, I looked up llList2String to try to puzzle it out, but was unable to come up wit
  7. I'm curious as to what a "more elaborate timing loop" might be?
  8. Hmm. The script I posted here is just an example, not the actual full-blown script. What I want to do is play facial expressions in sequence with the sounds, which is why I put the open mouth one where I did, between two sounds. I am not sure I understand, but it sounds like you are telling me that "the" animation would trigger just once, as soon as the permission is granted. If this is the case, this will not work for my application. What I was hoping for was a simple way for permission to be granted when the script was turned on, and then the loop with the sounds and anims could just play un
  9. I want it to start when the script's state is set to TRUE, sorry if that wasn't clear. The script with only the sounds in it already works the way I want, I just need it to be able to also trigger anims. No touch events. And I'm not sure what you mean about the avatar leaving the sim; this is for an attachment.
  10. I've done up a script that loops a sequence of sounds in an attachment: default { state_entry() { llSetTimerEvent(1); } timer() { llPlaySound("One",1); llSleep(10); llPlaySound("Two",1); llSleep(10); llPlaySound("Three",1); llSleep(10); llPlaySound("Four",1); llSleep(10); } } I want to have it also start and stop animations, but am having trouble with the whole permission to trigger animations thing. This is where I'm at so far, but obviously it doe
  11. Thanks, I just popped back over here to say never mind, I figured it out.
  12. After tracking down a zip file for internal animations, I downloaded and opened it, and discovered that some of them are missing, like express_open_mouth. No big deal, I thought, I'll just use the listed UUID. That got me an error message that the animation was not found. Have some of the facial animations been deprecated, or am I just missing something?
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