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MishkaKatyusha

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Posts posted by MishkaKatyusha


  1. 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 o.O 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


  2. 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


  3. 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


  4. 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 :D and i just know youll love it


  5. 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


  6. 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


  7. 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?


  8. 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

     


  9. o.O

    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;

  10. 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.


  11. 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.


  12. o.O looking at that,i think its become obvious that,pardon my language,but i got something about how my script functions "bass ackwards".so with that in mind,i will henceforth in this post both scripts as they are now.along with the object size parameters,and a screenshot of the object's rotation outside of SL (this is probably something thats messing with the rotation)

    feel free to call me an idiot or what have you,or naive.but i feel its a saving grace that im making a sincere attempt to write bits of scripts (and btw,i have read some of the lsl tutorial page,which has advanced things abit.)

    ADDED: also,feel free to gloss over the large amounts of data to the availible parts,the whole data,actually totaling about 4 scripts,3 of which are inside the missile itself,is being posted merely for ease of access.

    the launcher script

    string object = "Missile"; vector placement = <20.0, 0.0, 10.0>;vector velocity = ZERO_VECTOR; rotation spin; integer startParam = 10;integer listen_handle;   //Completed by MishkaKatyusha(Grace Ann Ashcraft) on january 23,2016 at 3:37 a.m. CST,United States. Major Thanks to Steph Arnott,Rollig Loon,and all others who contributed to this workdefault{    state_entry()    {         listen_handle = llListen(5, "", llGetOwner(), "fire");     }      on_rez(integer start_params)     {       llPassCollisions(FALSE);         llSetTimerEvent(0.7);                    }             listen( integer channel, string name, key id, string message )    {        llOwnerSay("Firing");        vector velocity = <15, 0.0,90.0>*llGetRot();        vector placement = llGetPos();        rotation spin = llEuler2Rot(<0,0.0,TWO_PI>);        integer startParam = llGetStartParameter();            llRezAtRoot("Missile", placement, velocity, spin, startParam);                       }        timer()    {        llDie();    }      changed(integer mask)    {   //Triggered when the object containing this script changes owner.        if(mask & CHANGED_OWNER)        {            llResetScript();   // This will ensure the script listens to the new owner, and doesn't continue listening to the creator.        }    }}

    the missile script

     // This "Launch" block of text may look funny,but its a key of sorts.see all that "psys" text down there?thats basically commands that tell the system what to do when the "launch" key is put inside an "if" event.(though in reality the key text can be anything at all really).In this particular case,the "Launch" Key,controls what the object does when its flying through the air,since this is basically a missile.Launch(){      llLoopSound("rocket-transit", 2.0);    llParticleSystem([        PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK,                PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP,                PSYS_PART_START_COLOR, <1, 0, 1>,        PSYS_PART_START_ALPHA, 1.0,        PSYS_PART_START_SCALE, <.1, .1, 0>,        PSYS_PART_END_SCALE, <.1, .1, 0>,        PSYS_PART_END_ALPHA, 0.0,                PSYS_SRC_BURST_RATE, .01,        PSYS_SRC_BURST_PART_COUNT, 15,                PSYS_SRC_TEXTURE, "smoke",                PSYS_PART_MAX_AGE, 3.0    ]);}explode(){    llTriggerSound("exp1", 10.0);    llTriggerSound("exp2", 10.0);    llTriggerSound("exp3", 10.0);    llTriggerSound("qwk1", 10.0);    llRezObject("Reng Chau 2", llGetPos() + <0,0,0>, ZERO_VECTOR, ZERO_ROTATION, 1);     llRezObject("Reng Chau 1", llGetPos() + <0,0,0>, ZERO_VECTOR, ZERO_ROTATION, 1);    llTriggerSound("qwk1", 10.0);    llTriggerSound("qwk1", 10.0);    llDie();}default{    state_entry()    {            }     //This part activates the whole rocketry launch thing,rocket sounds,and some other assorted effects,on_rez means quite simply "when it poppes up,do this",this script can stay simpler because alot of what the object does is controlled in the script inside of the launcher itself    on_rez(integer total_number)    {              llSetStatus(STATUS_PHYSICS,TRUE);       llResetScript();       Launch();    }                 collision(integer num_detected)        {         if (llDetectedName(0) == "Alien Plasma Launcher")        {         llSleep(0.1);        }         if (llDetectedType(0) & ACTIVE)        {          explode();        }         if (llDetectedType(0) & SCRIPTED)        {          explode();        }        if (llDetectedType(0) & PASSIVE)        {          explode();        }        }        land_collision(vector pos)        {          explode();        }}// By someone named "James Benedek",with alterations by "MishkaKatyusha(Grace Ann Ashcraft)",Pulled off of "LSL Wiki"    //This part makes the fireworks go off when it hits something     

    the first particle object,which is inside the missile

    start_particles(){    llParticleSystem([    PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_EMISSIVE_MASK| PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK | PSYS_PART_FOLLOW_SRC_MASK,    PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE,    PSYS_SRC_ANGLE_BEGIN, PI_BY_TWO,    PSYS_SRC_ANGLE_END, PI_BY_TWO,    PSYS_PART_START_SCALE, <0.9, 0.9, 0.9>,    PSYS_PART_END_SCALE, <0.9, 0.9, 0.9>,    PSYS_PART_START_ALPHA, 1.0,    PSYS_PART_END_ALPHA, 1.0,    PSYS_PART_START_COLOR, <0.0,0.0,0.0>,      PSYS_PART_END_COLOR, <0.0,0.0,0.0>,    PSYS_PART_MAX_AGE, 2.0,       PSYS_SRC_BURST_RATE, 0.0,    PSYS_SRC_BURST_PART_COUNT, 9,    PSYS_SRC_BURST_RADIUS, 0.0,    PSYS_SRC_BURST_SPEED_MAX, 1.3,    PSYS_SRC_BURST_SPEED_MIN, 1.0    ]);}stop_particles(){    llParticleSystem([]);}default{    state_entry()    {        start_particles();        llSetAlpha(1,ALL_SIDES);    }        on_rez(integer num)    {        if ( num > 0 )        {            llSetTimerEvent(7);            llSetAlpha(0,ALL_SIDES);            start_particles();        }    }    touch_start(integer total_number)    {        llSay(0, "Touched.");    }        timer()    {        llDie();    }}

    the second particle script (which again is inside the missile itself)

    start_particles(){    llParticleSystem([    PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_EMISSIVE_MASK| PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK | PSYS_PART_FOLLOW_SRC_MASK, PSYS_PART_RIBBON_MASK,(vector) <0.0, 0.0, 1.0>,    PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE,    PSYS_SRC_ANGLE_BEGIN, TWO_PI,    PSYS_SRC_ANGLE_END, TWO_PI,    PSYS_PART_START_SCALE, <0.4, 0.1, 0.0>,    PSYS_PART_END_SCALE, <0.9, 0.5, 0.0>,    PSYS_PART_START_ALPHA, 0.5,    PSYS_PART_END_ALPHA, 0.9,    PSYS_PART_START_COLOR, <0.6,0.1,0.9>,      PSYS_PART_END_COLOR, <0.6,0.1,0.9>,    PSYS_PART_MAX_AGE, 5.6,       PSYS_SRC_BURST_RATE, 0.05,    PSYS_SRC_BURST_PART_COUNT, 5,    PSYS_SRC_BURST_RADIUS, 0.0,    PSYS_SRC_BURST_SPEED_MAX, 1.0,    PSYS_SRC_BURST_SPEED_MIN, 1.0    ]);}stop_particles(){    llParticleSystem([]);}default{    state_entry()    {        start_particles();        llSetAlpha(1,ALL_SIDES);    }        on_rez(integer num)    {        if ( num > 0 )        {            llSetTimerEvent(7);            llSetAlpha(0,ALL_SIDES);            start_particles();        }    }    touch_start(integer total_number)    {        llSay(0, "Touched.");    }        timer()    {        llDie();    }}

    the launcher object i made,screenshot is pre-.obj to .dae conversion

    

    and here is how the launcher looked when its ingame (note i added two little sphere to it for the porthole glow)

    


  13. o.O i thought you had put me on ignore,didnt expect to see you again

     

    well riddle me this then if you would be alright with it,and dont consider it if you wont be alright with it

     

    is the llEuler2Rot interfering with this line that rolig made?

     vector velocity = <15, 0.0,90.0>*llGetRot();

    or is it the other way around,i found that the first number in this strange function controls foward velocity,the second controls up/down tilt,and the third controls what i beleive is a horizontal spin

    ive gotten the missile to fire mostly in the proper direction,but it seems perpetually jammed to where it fires slightly to the left,and ontop of that the particle systems of the missile engaged rotated 90 degrees the wrong way


  14. hold up a minute,this is rather embarrasing.seems i answered my own question

    turns out the answer was me writing llSleep(0.3); ,so that the script would be forced to sleep for 3 seconds if it detected its own link set

      collision(integer num_detected)        {         if (llDetectedType(0) & LINK_THIS)        {         llSleep(0.3);        }         if (llDetectedType(0) & ACTIVE)        {          explode();        }         if (llDetectedType(0) & SCRIPTED)        {          explode();        }        if (llDetectedType(0) & PASSIVE)        {          explode();        }        }        land_collision(vector pos)        {          explode();        }

  15. honest?yes i beleive you are

    rational?i dont really think your rational,mainly because you seem to beleive this isnt serious

     

    3 points of order

    1.you do need to quote them on very few occasions,one of them being when you are deliberately only quoting small amounts of something,to drag it out of context to attempt to make it look like a logical flaw where there is none

    2.your generalizing again

    you cannot guarantee that absolutely everyone else will see something some way,so thus,no,you were just filling your sentence for some reason

    the human need to find patterns where none provably exist?by who's proof?yours?there are many peices of art rl where an uninterested person would see meaningless noise.where the more sophisticated would see a beautiful pattern,thus,this point is entirely disproven(note i am not claiming with this that i myself am sophisticated,a sophisticated person doesnt make typos all day and go on at length like this)

    3.spending as many brain cells as the poster your replying too

    again,this statement functionally disproves itself as you have no way at all of figuring the iq,or exact brain cell amount of the person your talking with.

    and both your opnion of "whats intelligent" and "what is silly" is entirely subjective,I.E. your opinion,and thus entirely invalid for any other purpose than to "toot your own horn" as it were.also further backed up by the fact that you are,or were,trying to participate in a growing thought experiment with colloqial english

     

    ADDENDUM: i was using that as a byword for the often problematic notion of killing the undead critter hitherto known as "zombie".perhaps i shouldve said "non functioning"

     

    on a side note.i havent meant nor intended any hostility,nor perceived any from this conversation.im mostly a hermit for reasons which should be obvious by now,so i have a habit of talking alot when something sparks my interest


  16. ok,long story short.the main problem i got is i designed a line in this collision event which i thought would keep the projectile from colliding with it's own launcher,i have the projectile set to turn to physical on rez,so if i set the launcher to phantom the missile just drops straight out the bottom

    anyone wanna tell me how i curmudgeoned this line?its the first if event in the collison event,

     collision(integer num_detected)
            {
             if (llDetectedType(0) & LINK_THIS)
            {
             ;
            }
             if (llDetectedType(0) & ACTIVE)
            { 
             explode();
            }
             if (llDetectedType(0) & SCRIPTED)
            {
              explode();
            }
            if (llDetectedType(0) & PASSIVE)
            {
              explode();
            }
            }
            land_collision(vector pos)
            {
              explode();
            }

    would adding llSetStatus(STATUS_PHYSICS, FALSE); to the first if event work?


  17. 1.as you dutifully cut out,i said "it kind of reminds me" which is to say,perhaps more properly than you put.that the fiction as depicted seemed to suit my fancy for a "spur of the moment" and "what suits the need" non-ordered approach,to borrow some colloqial "thats just how i roll".and as again you failed to acknowledge.making a statement about a specific part of something as an antithesis to something else "kirk used plenty of order" etc. and then claiming that the whole thing was unreal,etc. is an unfortunate bit of shooting your mind in the foot (i hoped i used the phrase right),as you killed your own antihesis.

    and yes i do recognize that those two statements were likely connected in the colloqial language,but you ahve to realize,we were both in logical debate by that point

    also,this was the entire statement,which you shamefully cut up to attempt to highlight a flaw where non existed

    (thus indicating chaos as the primordial state,or,that from which creation,and thus order,emerges,so thus,order comes from modulated chaos)"

    if youl actually look abit closer at the bold text and study the english.that is an entirely proper way,albeit abit fancy,of claiming that one thing and another are so closely linked that one is "birthed" from the other,classical examples of this are:

    "i turned on the generator,and thus i had power"

    "i beaned that guy with the baseball,and thus he was knocked out"

    "i shot that zombie,and thus it became deceased"

    2. complete illogical jibberish,nothing unreal exists,

    and you want to know something worse?even if i am to take your statement as literal and true,following from the logic you presented,you,me,and everything that exists by the hand of mankind,including both yours and my conception and creation,does not exist in nature.yet everything exists in nature,just look at how houses gradually decay into the ground,squirrels in the backyard,etc.

    3.you have to understand,when your in a logical debate,colloqial english may be used to initiate or perhaps interlude between debate segments (because its valuable for bringing up a concept).but you do not get the prvilege of using it to refute,disprove,or prove a claim

    so in that context,and the only one recognized for this debate,fake means unreal,nonexistent,and so on

    your definition of the proper meaning of a colloqial word is your opinion only.and while you have a right to beleive your own opinion,to insist that everyone else beleives it is a generalization and thus untrue

    you keep on mixing up logic and colloqial english,please dont do that,lgoical debates have rules for a reason

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