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About AlduousMcBurlington

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  1. I'm surprised no one caught my error; apparently llGetGMTclock() does return a float but it's truncated to the nearest second, making this function unusable lol I'm working on a fix, and if anyone's interested I can reply the corrected function to this thread or make a new post when I'm done.
  2. Actually, since the avatar is physical, I would think that replacing llSLPPF with llMoveToTarget(pos, 0.09); should actually work. But this is, again, me talking out of my hat.
  3. If it's in a HUD, only the wearer can hear it. EDIT: Another hack / workaround would be to play the sound at a very low volume and position the sounding object as close to the agent's camera as possible, although that requires you know where their camera is, which you'll need permissions for.
  4. Yes; this was more for a simple way to save time while iterating loops than anything else. For example... default { state_entry() { integer SE_placeholder = 0; while(SE_placeholder < 100) { DoSomethingTimeSensitive(); llWait(0.001); SE_placeholder += 1; } } } ... especially since timers raise event queues, which can be hard on the sim (at very low values).
  5. I never said it was multi-threaded, nor was I under that impression. I simply said it was a good way to prevent event queues from being dropped in cases where you would have otherwise used llSleep(). To Innula: I'd tend to agree wholeheartedly, except in cases where you want to confine wait times to a single event or method without having to worry about saving the current data being used in a global variable (i.e. a loop). Also, timers can be hard on the simulator depending on the floated time, so this is a viable alternative for practical purposes.
  6. Maybe something like... float meters_per_second = 3.2; // change this to set max speed of avatar //-------------------------------------------------------------------------------- float step; vector pos; key attacher; default { state_entry() { step = meters_per_second * 0.1; } attach(key attach_id) { if(attach_id != NULL_KEY && llGetAttached() > 0) { pos = llGetPos(); attacher = attach_id; llSetTimerEvent(0.1); } } timer() { vector current_pos = llGetPos(); if( llVecDist(current_pos, pos) > step ) { integer agent_inf
  7. If anyone's looking for a way to llSleep() their script, but don't want to prevent event queues from mounting up during this time-period, I made a function that you can just plop into your code and use in the same way as llSleep() and it'll get rid of the nastiest part of that function. It'll also work over midnight time crossings, so you can use it at any time, anywhere, and it'll function exactly as expected, to a very accurate measurement (less than 0.00000001 seconds inaccuracy). llWait(float wait_time) { float start_time = llGetGMTclock(); while(TRUE) {
  8. So a little while back, while the forums were offline for the new site update, I had a question I wanted answered: what loops are fastest in mono, and what stipulations should be taken into account when scripting them? As it turns out, this is quite an interesting topic that has a lot of commentators scratching their heads. Well, I'm not here to talk about efficiency, but I am here to definitively conclude which loops appear to be fastest (and when they usually are). Using a simple script that can be found below, I conducted some tests (in mono) to see what loops finish fastest with no ar
  9. Try saving the responses to two seperate variables in the timer script and using their data to verify if the timer function should be called. integer seen_CommandOne = FALSE;integer seen_CommandTwo = FALSE;default{ state_entry() { llListen(1, "", "", ""); } listen( integer channel, string name, key id, string message ) { if(message == "command one") seen_CommandOne = TRUE; else if(message == "command two") seen)CommandTwo = TRUE; if(seen_CommandOne == TRUE && seen_CommandTwo == TRUE) { llSetTimerEvent(10); } } t
  10. For over a year and a half, a team of highly selected programmers, graphic artists and marketers have come together to create a game unlike no other. A game that until now has remained largely hidden; one that hopes to change the way games are played in the virtual world. A game to learn, to play, to earn and get paid. A game that's finally ready to be revealed to the public. Febrary 23rd, 2016 http://maps.secondlife.com/secondlife/Cadillac%20Ranch%20TX/132/125/39 3PM - 8PM SLT Convention starts at 3, Q&A @ 6 and afterparty 8PM + For the very first time ever you'll get the most pay at t
  11. If you haven't found anyone feel free to shoot me a message in game.
  12. If you still haven't found anyone feel free to give me a shout in-game.
  13. If you haven't found anyone yet feel free to give me a shout in-game.
  14. If you're still having trouble you can message me in-game.
  15. Hey there, drop me a line at 'alduousmcburlington.resident' in NC and we'll work something out from there if you are still looking for a scripter. Have a good one, Alduous
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