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Juliena

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Everything posted by Juliena

  1. You've actually solved my issue just like that I was trying to use it before the initate state, evidentally that does not work. Moved it down into a touch_start and no more problems. So thank you! =P
  2. So! Vectors, shouldn't really be having an issue with this and yet I am. Fiddled around and came to no success, so I'm here to see if anyone understand why my script keeps yelling Syntax error at me. I'm quite befuddled. In short vector size = <0.1, 0.1, 10.0>; float variable = size.z; Here this should return the value "10.0" under the float "variable", correct? At least, that's what I'm reading via the wiki for Vectors. Is this out of date, or are my scripts just acting up or something, because I'm very confused right now. Any help would be appreciated!
  3. Aaaah, damn. Well thank you anyway for letting me know. I'll find some other way aroun it. Thanks anyway.
  4. Hey there. Upon rezzing into some sims, I've noticed that a Dialog box will appear that gives you a chance to switch to the recommended Windlight that the sim uses. I was wondering if anyone's aware what command is used for changing a person's windlight settings. And if it's do-able, whether it will work with a touch_start > request permissions type scenario, so they click, they get the popup, click yes, windlights switch.
  5. Thanks very much, worked like a charm.
  6. So I'm making a script that when you click it, if you're not close enough you get one answer but if you're within 10m, you get another. My issues is that I'm getting an Error: Type Mismatch within the script and I'm not sure why, as all floats/vectors/strings/integers are in their correct places. (It's not a complicated script!) Here's a copy of the script below. default { touch_start(integer total_number) { vector Pos = llGetObjectDetails(llDetectedKey(0),[OBJECT_POS]); if (llVecDist(Pos,llGetPos()) < 10.0) { llInstantMessage(llDetectedKey(0), ""); } else { llInstantMessage(llDetectedKey(0), "You're too far away to see anything of interest right now."); } } } If you have any idea why this script isn't working, I'd appreciate a fix and an explanation, thanks.
  7. Right! That's brilliant, thank you very much both of you. I'd not considered using a timer to change the UUIDs after some time. I maaaay be back asking for a bit more help on some of the bits on this in the future, but for the time being, thank you very much!
  8. Right! Off the bat I'll admit that I'm not particularly good with particle scripts, so I'm sorry if what I'm asking seems ridiculous, easy, impossible or a mix of the three. I've made a particle script, they burst out to either side of the character and then target a prim formed. My question is whether you can make particles work like a checkpoint system. Like, they will target one key, then another key, then another, etc. To make them move in a predictable pattern that can be controlled by these waypoints. Any help would be appreciated, thanks.
  9. And I've got it. Thank you very much for the help you provided, I couldn't have done it without your assistance. I appreciate it!
  10. Right, ok. Again, thank you very much for all the help with this. Though, one or two issues persist. I've followed your advice here, used the filter below to do distance as for the time being that's the main one I'm focusing on for this. Though the gCloseAvs list doesn't seem to actually generate the list, I seem to just get an error "Name not defined within scope" Regarding that specific line. Is that generating the list name for the if (Dist < 60) filter? Or is that a part I've mistaken and need to define myself? Regarding the whole more than 12 button issue, yeah, I've noticed as much. That's another part I'm going to work on later, though not focusing on it for the time being
  11. I've already restricted it to just the parcel, though I'm after a limited range. The 96m was perfect, for example, though I'd probably restrict it to around 50m-70m depending on what I'm thinking. That's not the big issue though really. I can work without the restriction if necessary, it's more figuring out how I returned the sensor results (Now llGetAgentList(AGENT_LIST_REGION, []) ) and use those returned results to appear in a llDialog feature. Or if I even need to use it in the llDialog or whether I need to do something else.
  12. Thanks for the response on this, I aprpeciate the help. Right, to answer your later confusion on the whole pitfall part, I was doing it that way because I was unsure how I'd do it another way. Essentially trying to imbed the sensors resultsas such list scanner_results = [sensor( integer detected )]; Though it really didn't like that. I wasn't using llGetAgentList because, though I knew about it's advantages, I only wanted the shorter range. It's a close range aspect, though I was unaware that you could just filter for range/name/sitting etc. So in that regard I will be switching over, thanks for that advice on that! However, I'm not actually sure how I'd filter the data to get range or certain people out with it. I'm aware how to do it with the list feature normally, inputting the distinguishing factors as absolutes, above the default start section and all that. Though I'm not sure how you'd do it after acquiring information during the script. I attempted continuing with during the script using list nearby_avatars = llGetAgentList(AGENT_LIST_REGION, []); Though I can't seem to then input that into a llDialog afterwards. Any thoughts? Thanks for any help that can be provided.
  13. I'm trying to create a script that will detect all avatars within a set range, using 60 at the moment, then to input the data collected into a list function so that you can detect, then select avatars in the nearby area. Examples of this type of script would be... well, any attack HUD in existance honestly. I've hit a pitfall in that you can't seem to use the list fuction and then set a sensor within it's scope. Looking for any help on this situation, thanks. ^_^
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