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Rhemah

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Everything posted by Rhemah

  1. particles(vector color) { llParticleSystem([ PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0), PSYS_PART_START_SCALE, <0.04, .3, FALSE>, PSYS_PART_END_SCALE, <.2, 0.5, FALSE>, PSYS_PART_START_COLOR, color, PSYS_PART_END_COLOR, color, PSYS_PART_START_ALPHA, (float)0.75, PSYS_PART_END_ALPHA, (float)0.50, PSYS_SRC_BURST_PART_COUNT, (integer)5, PSYS_SRC_BURST_RATE, (float) 0.01, PSYS_PART_MAX_AGE, (float)1.0, PSYS_SRC_MAX_AGE,(float) 0.0, PSYS_SRC_PATTERN, (integer)8, PSYS_SRC_BURST_SPEED_MIN, (float)1.3, PSYS_SRC_BURST_SPEED_MAX, (float)1.9, PSYS_SRC_BURST_RADIUS, 0.1, PSYS_SRC_ANGLE_BEGIN, (float) 0.08*PI, PSYS_SRC_ANGLE_END, (float)0.08*PI, PSYS_SRC_ACCEL, <0.0,0.0, - 2.0 >, PSYS_PART_FLAGS, (integer)( 0 | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK) ]); } default { state_entry() { vector color; color = llList2Vector(llGetLinkPrimitiveParams(2, [PRIM_COLOR]), 0); particles(color); } }i'm not sure what im missing, please help =(
  2. yeah i know what everyone is saying and that there is much easier way etc, but the question i have in mind for this thread when i open it is, is there a way for me to prevent the owner from receiving the llRegionSayTo command? I'm not asking for alternatives. This is more like an area of effect that lasts for 3 seconds only in max 10meters. So in the code that i gave, im asking if there is a way for the owner not to get involve in the area of effect, if there is kindly help me.
  3. float range = 10.0;some_event() { list agents = llGetAgentList(AGENT_LIST_PARCEL, []); integer i = llGetListLength(agents); integer loop; do { key avatarkeys= llList2Key(agents,loop); if(range) { llRegionSayTo(avatarkeys, -12345, "constant command here"); } } while(++loop < i);} well i didn't write it down but what i really wanted to do is a continous giving of command until this script dies,
  4. float range = 10.0;some_event() { list agents = llGetAgentList(AGENT_LIST_PARCEL, []); integer i = llGetListLength(agents); integer loop; do { key avatar = llList2Key(agents,loop); if(range) { // something event here } } while(++loop < i);} something like this
  5. list agents= llGetAgentList(AGENT_LIST_PARCEL, []); integer listlength= llGetListLength(agents); integer loop;is there any way that we can exclude the owner from the list?
  6. still learning thank you! :matte-motes-kiss:
  7. i want to create like five different OwnerSay, can someone give me an idea? integer sayit = TRUE; default { touch_start(integer total_number) { if(llDetectedKey(0) == llGetOwner()) { if(sayit) { llOwnerSay("First!"); sayit = FALSE; } else if(!sayit) { llOwnerSay("Second!"); } } } } // i want to like create more llOwnerSay("Third!"); to Fifth if possible
  8. I'm trying to rotate and position child prims from its current rot&pos to another; however, when i use llScalebyfactor to resize it the pos&rot is ruined, can someone help me? OriginalPosandRot(){ llSetLinkPrimitiveParamsFast(2,[ PRIM_POS_LOCAL,<0.06420, -0.13936, 0.02051>, PRIM_ROT_LOCAL,<0.97959, 0.19486, -0.04837, -0.00959> ]); llSetLinkPrimitiveParamsFast(3,[ PRIM_POS_LOCAL,<-0.04510, 0.12622, 0.03101>, PRIM_ROT_LOCAL,<0.69950, 0.17172, 0.10364, 0.68590> ]); } TempPosandRot(){ llSetLinkPrimitiveParamsFast(2,[ PRIM_POS_LOCAL,<-0.02694, -0.13941, 0.00664>, PRIM_ROT_LOCAL,<-0.98022, 0.19539, 0.03016, -0.00898> ]); llSetLinkPrimitiveParamsFast(3,[ PRIM_POS_LOCAL,<0.08319, 0.12573, -0.00209>, PRIM_ROT_LOCAL,<-0.68671, 0.11715, 0.15947, -0.69948> ]); } // i also tried using PRIM_POSTION and PRIM_ROTATION for global pos& rot but it says here: http://wiki.secondlife.com/wiki/LlSetPrimitiveParams#llSetLinkPrimitiveParamsFast that it will be broken for childprims, but i did tried it anyway and the effects are still the same
  9. thanks xiija, i'll play with this one and hope i can do something i want with my project :matte-motes-big-grin-wink:
  10. is it like this? but it doesnt work:matte-motes-crying: timer() { float glow = glowAtTime(llGetTime()); llSetPrimitiveParams([ PRIM_GLOW, ALL_SIDES, glow ]); if (glow >= 1.0){llSetTimerEvent(0.0);} }
  11. what i really wanted to happen is have the glow value turn from 0.0 to 1.0 to 0.0 then stop. float FADE_PERIOD = 6.0; float TIMER_PERIOD = 0.25; float MIN_GLOW = 0.0; float MAX_GLOW = 1.0; float glowAtTime(float t) { float midPoint = 0.5*(MAX_GLOW+MIN_GLOW); float amplitude = 0.5*(MAX_GLOW-MIN_GLOW); return midPoint+amplitude*llSin(TWO_PI*t/FADE_PERIOD); } default { state_entry() { llSetTimerEvent(TIMER_PERIOD); } timer() { float glow = glowAtTime(llGetTime()); llSetPrimitiveParams([ PRIM_GLOW, ALL_SIDES, glow ]); } }and can someone teach me what does ++ do or * do im a bit confuse :matte-motes-confused:
  12. this is something new to me, and still learning thanks a lot Inulla =)
  13. can i use object name or description as an integer? if possible can someone teach me pls llSetLinkPrimitiveParamsFast(objectname or desc here, [ PRIM_GLOW, ALL_SIDES, 1.0 ])
  14. Innula Zenovka ! works perfect! thank you :smileyvery-happy:
  15. this is nice and even better, let me test it out :smileyhappy:
  16. //Command Scriptdefault{ state_entry() { llListen(2,"",NULL_KEY,"" ); } listen(integer chan, string name, key id, string msg) { if(chan == 2 && llGetOwnerKey(id) == llGetOwner()) { if(msg == "getball") { llWhisper(9,"secretcommand"); } } }} i made the command script this way and llSensor("", llGetOwnerKey(id), AGENT_BY_USERNAME, 5, PI); on the ball script this way. Works fine now but the ball goes to the owner first before it will go to the particular avatar who first made the /2 getball, the creator of the object needs to be away though
  17. Hello everyone, can someone tell me a better workaround for this? //Command Script //this script is attached to several avatars default { state_entry() { llListen(2,"",NULL_KEY,"" ); } listen(integer chan, string name, key id, string msg) { if(chan == 2) { if(msg == "getball") { llWhisper(9,"secretcommand"); //secret command } } } }//Ball Script //This Script is inside a content of an object default { state_entry() { llListen(9,"",NULL_KEY,"" ); } listen(integer chan, string name, key id, string msg) { if(chan == 9) { if(msg == "secretcommand") { /* if i use "id", the Command Script does not work but the "/9 secretcommand" works by typing in local chat which makes the Command Script irrelevant*/ //llSensor("", id, AGENT_BY_USERNAME, 5, PI); /* if i use "NULL_KEY", the command script works but it goes to the nearest avatar instead of going to the one who made the command */ //llSensor("", NULL_KEY, AGENT_BY_USERNAME, 5, PI); } } } sensor(integer total_number) { key id = llDetectedKey(0); string name = llKey2Name(id); vector pos = llDetectedPos(0); vector offset = <0,0,0>; pos+=offset; llMoveToTarget(pos,0.3); llSleep(0.5); llStopMoveToTarget(); llSay(0, name + " has the ball!"); } }
  18. Thanks Xiija, this is perfect! i need to learn more about this part "x += -0.01 * amt;" hopefully i can master them in time. thanks again
  19. hello everyone, thanks for replying; however, umm i understand all your explanation but i can't figure how to. Anyway i want to create something like a ball that fades in and out like breathing, i just got this idea from this site: http://wiki.secondlife.com/wiki/LlSetLinkAlpha, i tried in alpha, and it works fine but it will look more fantastic if it also glow like its breathing. any idea u can recommend?
  20. inout(){ float alpha = 1.0; float glow = 1.0; while (alpha >= 0.0) { alpha -= 0.001; glow -= 0.01; llSetLinkAlpha(LINK_SET, alpha, ALL_SIDES); llSetLinkPrimitiveParamsFast(LINK_THIS,[ PRIM_GLOW, ALL_SIDES, glow ]); } while (alpha < 1.0) { alpha += 0.001; glow += 0.01; llSetLinkAlpha(LINK_SET, alpha, ALL_SIDES); llSetLinkPrimitiveParamsFast(LINK_THIS,[ PRIM_GLOW, ALL_SIDES, glow ]); } }can someone help me with this, im getting script error: llSetPrimitiveParams error running rule #1 (PRIM_GLOW): bounds error; -0.0899993 is not in (0, 1).
  21. Thank you Dora!:matte-motes-big-grin-squint::smileyvery-happy:
  22. // BallScript integer pushme = 0; default { state_entry() { llListen(0,"",NULL_KEY, ""); } listen(integer chan, string num, key id,string msg) { if(msg == "pushball") { pushme = 1; llSensor("", NULL_KEY, AGENT, 2.5, PI); } } sensor(integer total_number) { if(pushme){ vector pos = llGetPos(); vector offset = <0,0,0>; pos+=offset; llMoveToTarget(pos,0.3); pushme = 0; llSleep(0.5); llStopMoveToTarget();} } }Hello, im trying to make a ball that will be pushed away via command from an agent near it; however, i made it reversed and i can't figure out how to make the object be pushed away. all i wanted to happen is it will be like a reverse magnet, instead of being attracted from the agent it will draw away itself from the agent on command. i tried tweaking the vector offset to <5,5,5> but the direction is always the same. I want to create something like the agent is kicking the ball forward. a little help pls :matte-motes-crying:
  23. default{ on_rez(integer total_number) { if(!llGetAttached()) { //do something that will not happen on attached! } } attach(key id) { //i got a different command over here that will work on attach only }} ok i think i got it ^^ thanks again Sassy! and Inulla =D kisses!
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