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SapphicFancy

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Everything posted by SapphicFancy

  1. If someone blocks you, and you send them money through their tip jar, this is what happens: [12:45] SapphicFancy Resident's Tip Gwen's Tip Rose 6.0: Kit Idziak tipped you L$50. You have been paid L$50. Or, if you block someone and they send you money through your tip jar, same thing, just said differently.
  2. So, another use for autopilot or "Walk to clicked point" is to free your hands and keyboard so you can "talk" to someone walking with you, or IMing someone.
  3. Yes. *smiles* I put a fence on, and a Roof, so it will move you through prims in all directions. I made this for people who's RLV is set to No Sitting. They can walk onto this, or this thing can be moved under them and up. once in that position, they cam move about the sim. It's a bit sloppy, but if you're all tied up, and want to get from point A to point B ...
  4. Just so you know. You can move a person on an object with llSetKeyframedMotion, without sitting the person on the object. 1. This will not always take the person with it through solid prims. Just make an object that a person can walk onto. Make sure the person can stand where she is "enclosed" by the object. What happens is that the enclosing "walls" of the object will push the person along as the object moves along its path. You must be careful about speed, or the person can be "left behind", especially when moving down. A person tends to get trapped inside a wall or floor of the object when moving horizontally or up too fast. If you move both horizontal and vertically down at the same time, the person can get left in the air, if the speed is too great.
  5. ok, further question on same topic. I want my script to move a child prim when I Release the left arrow key. what is the syntax for detecting the Release of the left arrow key?
  6. // sometimes, for no apparent reason, the ball will return twice // since the ball return function is only called from the collision event // i have to deduce that its some sort of multi-collision that is // remembered and recalled // ive tried resetscript, but that does not stop it // ive tried resetting the " numberOfCollisions" to zero and that does not stop it // BOWLING BALL by gwen // // with return or play capabilities // // vector motionless; // where am i now, have i moved? vector returnToZ = < 0, 0, 63 >; // going back up for another roll vector returnToXY = < -49, -69, 0 >; // move across to starting point vector tempHolding = <181, 202, 4002>; // so the person in the ball can see the pins fall ballReturn() // this returns the ball to the start point { llSetStatus(STATUS_PHYSICS, FALSE); // must shut off physical for llSetKeyframedMotion llSetRegionPos(tempHolding); // destination < 132,133, 4065 > llSleep(10); // rest here a moment, just for the heck of it llSetKeyframedMotion([ returnToZ, ZERO_ROTATION, 7.0 ],[ ]); // rise to start elevation llSleep(7); // have to use this to keep all motions from misfiring llSetKeyframedMotion([ returnToXY, ZERO_ROTATION, 7.0 ],[ ]); // move to start xy point llSleep(7); llSetKeyframedMotion([ ],[ ]); // stop the keyframedmotion llSetStatus(STATUS_PHYSICS, TRUE); // return to physical status } // sometimes, for no apparent reason, the ball will return twice // since this function is only called from the collision event // i have to deduce that its some sort of multicollision that is // remembered and recalled default { state_entry() { llSitTarget( < 0.0, 0.0, -0.1 >, ZERO_ROTATION ); // so someone can sit in the ball while its knocking down the pins. llCollisionFilter("MYRTLE COVE BOWLING SET","",TRUE); // only if i hit pins motionless = llGetPos(); // where am i now? llSetTimerEvent(1800); // if i'm still there 30 minutes from now ... } collision_start(integer numberOfCollisions) // hit some pins { llSetTimerEvent(0); // stop the death timer llSleep(10); // wait for the colliding to have its full chance ballReturn(); // return the ball close to the start poin motionless = llGetPos(); // where am i now? llSetTimerEvent(1800); // if i'm still there 30 minutes from now ... } timer() // if i'm not colliding with pins, but still being played with, i'm safe { if (motionless == llGetPos()) // have i not been used in 30 minutes? { llDie(); // keep the sim clean } llSetTimerEvent(1800); // if i'm still there 30 minutes from now ... } }
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