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Posts posted by Rachel1206
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You must request permissions before calling llTeleportAgent();
run_time_permissions(integer perm)
{
if(PERMISSION_TELEPORT & perm)
{
llTeleportAgent(teleportee, "", <13.0, 38.0, 23.5>, <13.0, 12.0, 23.5>);
}
}teleportee = llDetectedKey(0);
llRequestPermissions(teleportee, PERMISSION_TELEPORT); -
The Single Prim Emergency Light & Siren system in question is rather old and the scripts NO MOD.
The solution is to use the ACS Emergency Driver HUD, where a driver wears this.
If you vehicle is mod and ACS based you can place the ACS Emergency Driver HUD in the root prim of the car, reboot car. Now any driver can request the HUD by clicking the vehicle, select Options->Advanced->Give HUD.
Alternative give the ACS Emergency Driver HUD to the persons as part of the RP.
I made some Dutch police vehicles for RP with the above solution and it worked without problems.
You are welcome to contact me, if you need help in world.
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22 hours ago, Madelaine McMasters said:
...prepares textures for a blood moon.
If you live in Europe or South America remember Friday the 27th of July 2018 - very long Blood Moon and Mars hanging clear and visible at same time, will be a spectacular sight.
See The Spectacle of a Blood Moon and Mars: the total lunar eclipse of July 27th/28th 2018
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1 hour ago, Chic Aeon said:
He cautioned and advised folks to start using KEY of the avatar
This should be written in stone!
Always use UUID and key values. Repeat - always use UUID and key values.
To the user you show say the avatars display name, the script engine behind based on the UUID.
The new script functions llName2Key and llRequestUserKey are your friends there.
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Animations
in Avatar
9 hours ago, QveenEnvie said:I recently just purchased a dance animation and Im having trouble. when i click to wear or add the animation nothing happens. Any help ?
You do not add/wear animations, you open them and play them in world.
A dance HUD and like you add/wear, the HUD contains the animation and plays them for you. Some HUDs allow you to add animations, easy and convenient way to control animations.
Hope this helps you to enjoy your new animations.
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4 hours ago, Qie Niangao said:
If must be about time to switch to another forums platform because we're starting to get used to this one. So I promise to include a necropost-locker when I write the replacement -- in LSL of course.
Ohh and someone will provide the Mostek's 4116 based computer for you to program the new platform
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On 6/30/2018 at 8:38 PM, Whirly Fizzle said:
My laptop has the GTX 1050 Ti . It runs SL very well.
I have one of these: https://www.pcspecialist.co.uk/notebooks/optimusIX-17/
1100 euro (there about) with iCore7 and 1050TI - amazing.
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On 6/23/2018 at 11:11 AM, Qie Niangao said:
I can fix that for you!
I figure it's a public service to discourage people from writing LSL.
default { state_entry() { if ([TRUE] == [FALSE]) llOwnerSay("Everything can be proven!"); } }
Who would encourage fresh, innocent minds to follow this path to madness?
But, but, but - would it not be a true statement in some quantum possibility condition...
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One thing I noticed, the broken HUD problem only occurs on newer HUDs, like my VISTA NARA AO, Maitreya Mesh Body HUD, never with for example the basic VISTA one. I had never seen any problems with the older advanced AKEYO AO HUD nor the old ACS Classic DRIVER HUD.
So it makes me wonder, if the fault could be found in a change how the new HUDs are scripted?
Further a better backup procedure is really needed, requesting a redelivery solves the problem with a none-working HUD, but OMG you have set everything up again – and if you use customized skin colors, shapes etc it is not a trivial task to get everything back.
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Thank you Whirly for reference. This must be one of the most stupid "improvements", breaking UI default behavior. Many years ago IBM. Microsoft and Apple agreed on default behavior, it would a disaster, if young new programmers try to reinvent the wheel again!
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All scripts have some impact and you can examine the script with script info, this tells you how much memory and ms of CPU time consumed. If it is below 0.001 ms and only uses minimal memory ( for example 64 Kb ) the impact is minimal IMHO.
Now if the phantom change is only once after the skybox is rezzed, you could remove the script with a call to llRemoveInventory(llGetScriptName());
More advanced is to change states of scripts within a multi-linked object, idea is to turn them off/on on request or remote load scripts needed, this thought would still leave one script handling the on/off request.
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You need to add the function llSitTarget(), do this in state_entry() function, for example:
state_entry()
{
llSetSitText( sit_message );
llSitTarget( <0.0, 0.0, 1.0>, ZERO_ROTATION );....
You adjust the height of the drive pose by setting the Z-value, so change 1.0 to what fits you best best.
The car script is a little old, but gives you good basics on how to write a vehicle script and you are able to make a basic functional driving car with it.
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Anyone can visit - there is no ban lines. The logic behind seems to reflect functions were added later...
Only land owners/managers have access to allow/ban list of citizens, which is how it should be, this is private between a land owner and others. And I can think of ways to abuse it, if we had access to lists like that.
There is no way to my knowledge to reach over regions, unless say you send a probe and it relays communication back through external server.
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Well that must be one of the most secure refrigerators in all SL - that script is overkill for something simple as a frigerator under normal circumstances. But back to your question, you have the functions myOpenDoor() and myCloseDoor(), insert the the light TRUE condition if myDoorOpen and the other in the other function.
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Just remember llSleep() delay the whole script the specified amount of time. The timer event is simple to make and should always preferred:
...
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According to the Wiki there is no difference between a while-loop and for-loop, when compiled in Mono. Most of us with background in C/C++ though is used to a while-loop always is faster.
But as mentioned by others, streamlining llSetLinkPrimitiveParamsFast() and update the textures in one call is the best. Downside is code hard to understand and maintain, especial if more complex face changes at same time with say light, shine. materials etc.
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I have the Maitreya body - lately it take ages to rez, where my body parts float around - a friend of mine has a Belleza body, she rez to me at once, while I still look like work in progress...
The Maitreya body has btw high polygons compared to other mesh bodies, so in theory it should be the other way around for you,
I would say, what we experience, are problems, delay with the asset server. Many of my objects take ages to rez the last days, there are no consistent pattern - some objects from my inventory rez normal fast, others can take 30 seconds or even 2-4 minutes to rez.
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And nothing within the attachment was no-copy or with a llDie function?
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2 hours ago, Sith Soulstar said:
...But then again : I'm guessing all of Europe makes a connection to the USA through that same line (as far as I know it's the only line) and still it only seems to be affecting me :-S.
Have you tried to flush your DNS and renew the addresses?
ipconfig /flushdns
ipconfig /renewI assume you use IPv4 and Windows. If you use IPv6, try and use IPv4 instead.
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Does the object pass any mesh surfaces? It certainly looks like an error message triggered by something else.
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10 hours ago, LouiseDeBlois said:
Sorry for the delay, been a hectic week.
And well, As on my previous forum post, with the lag issue. I done a comparison test with a friend of mine. Same Sim, looking in the same direction with settings the same. Only difference they have is their CPU.
OS, GPU, RAM are on the same level. Yet, while i get around 20FPS without shadows etc. They hit 30FPS with shadows on, and, around 40 without shadows on.
Have you tweaked the settings with the NVidea Control Panel? You graphic card with high quality setting and for example 240 meters draw distance should easy do 60+ FPS in sims as for example Waterhead
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Quite amazing - been driving mainland Sansara this week without any problems regarding SIM crossings - for example vehicles with high script counts, high impact:
- 23 scripts, 1327 KB memory, 0.531863 ms, 41 prims/LI 26
- 33 scripts, 1838 KB memory, 0.198204 ms 75 prims/LI 46.
Great praise for Linden Lab team for improving SIM crossings in general
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Ohh, face palm, thank you - was driving me crazy, not able to find the bug.
Media controls
in LSL Scripting
Posted
It set the face 1 on the linked prim link1 to display the URL
Check out llSetLinkMedia