Jump to content

MishkaKatyusha

Resident
  • Content Count

    186
  • Joined

  • Last visited

Community Reputation

3 Neutral

About MishkaKatyusha

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. im not exactly sure what this guy is going on about,its like those videos on youtube of squirrels chasing cats.there are so many things that dont add up you wonder what it is your supposed to be seeing
  2. quite a number maybe yes.but not by a logical count at all even a cursory glance,taking in things as a whole,indicates that the number of starting,or low level scripters,or just plain bad scripters far outweighs the number of people with enough expertise to be able to use this which coincidentally leads me to agree with your assertion "thats abit much for a normal wiki page" because basically my assertion,and that one you made,could be construed to say the same thing really im not saying this stuff isnt useful,or that experimenters arent useful,come to think of it,i was agreeing with that post of yours i just highlighted before you made it convergent evolution perhaps? back on topic,by all means put this in a sub-section like that,the people who are concerned with such things will know where to look for it if this is done
  3. youve already said that.you said that during the last time this happened on my other thread. we both reported each other now as we did in the last thread. and while im not entirely sure what happened behind the scenes.basically you lost in the previous thread,due to everything trumpeting your position being struck out in the great cleave
  4. very odd behaviour,yes but youve made one critical mistake culture is not law,culture will never be law.and as such your "culture" and what you feel and think is about as relevant to the way this forum exists as mine,or anyone's culture,thoughts,and feeling are. and as such,as i promised earlier,since you have come,disrupting an until you started up your inexplicable hostility again perfectly functional thread,your being reported,for the same thing you were last time,and we both know quite well what happened last time,what i wanted,which is your posts trying to degrade the thread,and mine trying to keep it together,got cleaved
  5. also,after this whole mess with the particle rotation is fixed,i have a plan to cut down on scripts line in the missile script,and object contents for some reason i cant fathom,whoever made the original missile script that you called garbage,ive been tearing apart (and now it pretty much looking almost nothing like it did before i started monkeying with it) has 4 or 5 different sound effects for two different functions,with the second function,the explode one,repeating one sound 3 or 4 times so i plan to cut it down to one sound for launch,one for explode,and most importantly,one script line for one soundplay for the two sound plays i also have fun with sound editing,(and if your less fancying listening to me explain aspects like that,you can go watch my youtube channel,which unfortunately hasnt been active for awhile due to a malfunction with the video card i use for recording gameplay that ive only recently fixed) https://www.youtube.com/channel/UCLxb5bdR8qvj_MTVifs9VaQ
  6. read down two the fourth two line paragraph in my rant,thats the part where i switch to talking to you and by quoting the last bit of my statement,i do beleive it worked as it was designed to. "a confused person usually isnt an enemy,atleast for the duration of the confusion" which is good,as i have even more bizarre ideas in the coming days for my missile launcher all of which youll love in there glorious nonsensical gibberish,yes,cats will walk on ceiling,republicans will become homeopathic medicine favoriting philosophers,and people will finally realize we are all sith by the time im done and i just know youll love it
  7. it does what i want basically.which is it confines the rotation to algebraic stuff.why?neither of us knows why.infact this has happened to me more than once in time,i find if by accident or unsure shot in the dark,i get a bonus,its generally best not to ask that many questions though i have some insight on this,in my experience with computers,if they get two "program compatible" statements at the same time,both referring to the same thing in different ways the computers will always go for what makes sense over what doesnt.so its likely that the internals of second life LSL is somehow getting the general jist of what i mean by that formula and as for you steph?not even close,i learned from you fixing that bed script i bought sometime back that llEuler2Rot(<0.0,0.0,0.0>*DEG_TO_RAD converts rotation into a much easier to toy with algebraic, and as for why i used llGetRot? i judged it as the best way at the time to force the line to target the summoned objects rotation.and claiming i simply chopped and pasted?not even close,this whole thing refers to the particle objects,which are inside the missile,which is inside the launcher,i have the missile script controlling the collision events,and the rotation of the particle spheres when there spawned,so quite obvious with the way i was doing this i couldnt just put it in the launcher script or the particle scripts inside the particle objects,it all had to be crammed into those lines. and yes i have been learning how to apply the script punctuation,from two sources,the lsl tutorial.and you remember that missile script you said was "old,rubbish,garbage"?,ive been using various methods to tear the missile from it down to its individual components,and study those ive literally got hundereds of different variants by now of that missile in my objects inventory,most of which would cause bad problems,or not run at all if you tryed.sometimes i can learn quickly by trial and error,toy with this,tinker with that,you figure out what does what. and besides,it works,the system approves of it,so your not allowed to judge,literally not at all.you can have your opinion but lets be honest with each other,your opinion about things i do,and vice versa.means literally nothing to me,and since really your only getting aggrivated because this doesnt conform to your rigid cultural expectations of the LSL community,i will continue on in this manner,disrespectfully disregarding your feelings as you have mine thats not unfair or hostile,thats simply getting even you should really pay a visit to my thread "curiousity about script learning" in general discussion.and read the whole thing,not only will you have your assertions of what is proper in lsl learning put in severe doubt (as if that would make a difference,as you seem about as flexible as wrought iron),but youll be entirely confused by the end,which i think would be good for you now ill accept this rather rude sounding post of yours as possibly a one off,or a misinterpretation.but any further rude sounding posts,and ill do the same thing i did last time
  8. 16 years,half of my life spent on the internet. alot of that spent on MMos,and other types of simulator stuff,virtual worlds,and so on never really had a good experience with clans/groups/squads/partys. that may not be the case here,but this is generally how i go about things.plus its good for the forum contents,visitors to the scripting forum can look and see,plus it makes the foru msearch way more effective for specific questions
  9. ah very much thanks,as for the problems: 1.missiles bounces really badly on impact i had abit of an epiphany after completing that fix you gave me,turns out the answer was to add llDie(); after every explode(); in the collision event inside the missile collision(integer num_detected) { if (llDetectedName(0) == "Alien Plasma Launcher") { } if (llDetectedType(0) & ACTIVE) { explode(); llDie(); } if (llDetectedType(0) & SCRIPTED) { explode(); llDie(); } if (llDetectedType(0) & PASSIVE) { explode(); llDie(); } } land_collision(vector pos) { explode(); llDie(); }} 2.you fixed the placement problem for me now i understand why so many scripts ive been clawing through from that big grab bag i bought awhile back had the vector offset in them listen( integer channel, string name, key id, string message ) { llOwnerSay("Firing"); vector velocity = <25, 0.0,0.0>*llGetRot(); vector offset = <2.0,0.0,1.0>;//1 metre on the x axis vector placement = llGetPos()+offset*llGetRot(); rotation spin = llEuler2Rot(<0,0.0,TWO_PI>); integer startParam = llGetStartParameter(); llRezAtRoot("Missile", placement, velocity, spin, startParam); } i set the x axis to 2 meters and the z axis to 1 meter since the launcher is sort of an inflated diamond-shape now that we have gotten that fixed,my only remaining problem is the particle effects.which oddly enough i was able to insert a line to the rezz line which allows me to control the rotation of the spawned particle objects,which was llGetRot() + llEuler2Rot (<0, 0, 0>)*DEG_TO_RAD), 1); llRezObject("Reng Chau 2", llGetPos() + <0,0,0>, ZERO_VECTOR, llGetRot() + llEuler2Rot(<0, 0, 90>*DEG_TO_RAD), 1); llRezObject("Reng Chau 1", llGetPos() + <0,0,0>, ZERO_VECTOR, llGetRot() + llEuler2Rot(<0, 0, 90>*DEG_TO_RAD), 1); llRezObject("Reng Chau 3", llGetPos() + <0,0,0>, ZERO_VECTOR, llGetRot() + llEuler2Rot(<0, 0, 90>*DEG_TO_RAD), 1); however,im abit mystified. reng chau one is a disc shaped mass of black particles that emits outwards from a temp sphere mainly in the dual line PI_BY_TWO fashion reng chau 2 is in inverted,tapered cone like emission of particles that looks abit like a light coming out of a quasar that also emits from a temp sphere,projects straight upwards from the temp sphere reng chau 3 is a rather scattered emittance of fuschia colored ribbon particles that also emits in same fashion as reng chau one what i need to do figure out which of the axis in llEuler2Rot needs to be tilted by 90 degrees,or 180 degrees,i needs reng chau 2 to emit as if its pointing straight towards me (reference for the direction not being literal) reng chau 1 needs to be rotated so the disc emittance is positioned upright,sort of like how a wall is rotated the same for reng chau 3 as reng chau 1 the reason why im having confusion with this is: 1.im a little scatter brained with all of this script learning 2.im used to how my 3d editors use x for horizontal position/rotation,y for up/down movement/rotation,and z for foward/back movement/rotation,but SL uses things abit differently,so i suppose i could eventually solve it by the rather unsavory trial and error method,what do you think?
  10. i dont know if its possible or not. but perhaps if someone gave permission for one of those experience things. did this freind try de-activating all experiences?
  11. online life is pretty much all i do >.> i go outside once a month to get money orders to pay the bills with,and to take out the garbage,and occasionally to check me mailbox,thats it
  12. ironically enough i solved atleast one problem, turns out the model's rotation was off when i converted it to .dae format so what i did was i re-did the upload,except this time in the .obj to .dae file conversion i rotated the thing 90 degrees on the z axis,took me 8 seperate trys to figure out which axis SL was having a problem with,but it worked now i just need to solve these: placement in the main launcher still doesnt work,llSleep(0.2); works as a bypass,but it forces the thing to have a minimum range need to rotate particle effects in missile so it looks like its an impact (i dont know how to do that,im going to try adding,somehow,llEuler2Rot to the particle object rezzing line in the explosion protocols script) missile keeps on bouncing off of things it hits really badly,not sure why that is,but it may be an artifact of my earlier attempts to fix things
  13. i sure didnt expect to have that asked,as this isnt the forum section for it,but never the less integer is for alot of different things,names of items,spin properties,and so on. it helps tell the script what something does here is a line for example's sake from a script im working on,it helps show some of what integer does vector placement = <45.0, 0.0, 10.0>;vector velocity = ZERO_VECTOR; rotation spin; integer startParam = 10;integer listen_handle;
  14. well thats abit much.its there in it's current form simply on the off chance someone would need to consult it projects with the LSL stuff rarely reach the kind of complexity that such things would be required,as there arent that many people capable of coding something that complex on here.
  15. also,the missile isnt based on a tube,its a sphere,reason for that was mainly due to looks,i wanted it to look like a burning ball of light when it fires (i cant help myself,i love starwars and alot of well,sci fi movies on the sci fi channel) also one more thing,while i highly doubt the possibility due to how piddly my scripting skills are by comparison to you guys,feel free to use any of these bits ive been posting for whatever if you want.
×
×
  • Create New...