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Berksey

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Everything posted by Berksey

  1. Several members in the group, all several years old, I'm thinking they should know better. One group tag in it is "LL Care Service", which is dodgy at best, the rest actually have the full name Linden Labs in them. They don't have a specific AR category for this, but hopefully someone will actually read my report. EDIT: And thank you, Rolig.
  2. I'm seeing a group profile with "Linden Labs" in the name, and the titles in the group all have "Linden Labs" in them. It is not an official group, but one made by a user. I'm wondering if this isn't somehow against the rules, as it could mislead people into thinking people with those group tags are official employees of Linden Labs. Should I report it?
  3. Scripts are dangerous. You're right to be paranoid. Ask anyone here, they'll tell you how awful it can be.
  4. I could type up the entire thing for you in about three minutes. But what good would that do you? On the other hand, I could tell you about some functions and how they work, and trust you to be intelligent enough to learn from there, but I'm always being told that unless people know all of this already, they might use it wrong, so I really don't know what to do anymore. You should probably hire someone's alt to sell you one.
  5. I would help you as much as possible with this, as I have lots of fresh and current inworld experience with particles and the llParticleSystem functions, but you might not fully understand every implication of everything I say, and it could lead to disaster. Enjoy the forums, I can't anymore. Anything I think I could post to try and help anyone just makes my mouth taste bad now. Good luck. Enjoy your LSL. Oh, and anything of mine you got inworld, just throw it away, it's probably badly coded.
  6. Improper use of anything through the misunderstanding of it can be dangerous. And yeah, people have misused things before and others have been less than delighted with the results. I think I shall now and in the future simply warn people away from even trying to learn any of this, as some mistake might potentially creep in, and somewhere down the road, it could lead to disaster. The future is scary now that I consider all of this; I mean, some person could read about the legitimate use of a function, and being too new to scripting, completely misunderstand the function, and what the person describing the function is trying to say, and the potential damage caused by imperfect information in the hands of the unlearned is simply too awful to countenance. I see the awful truth now. New people must be prevented from having any of this knowledge, as they may not be expert in its use, and then any number of awful things could happen. I will do my part to prevent this miserable future by immediately implementing the only solution I can even consider at this point. I leave it all to the experts, and the safety of the future I shall simply have to trust to them. @NawaliaTrea will probably want to discard anything I gave her inworld that she's incorrectly assumed (as an unlearned newbie) to be helping her with learning this stuff, as every once in a while the scripts tend to be told to sleep for half a second or so. We all know that using that function is just bad coding practice now, so throw those things away, and learn to use extra code, if it's what these guys recommend. See, this is what happens when you let someone with only twelve years experience speak on a scripting forum. I propose anyone who isn't at least retired from IT work after 30 years be disallowed from even asking about this stuff, let alone be encouraged to USE any of it. I'm done overthinking LSL, I'm going to go make fun things now.
  7. I was tired. Sorry. llSleep between two animations in a draw/sling script is just what usually works for me instead of having to refer to a separate timer event when only one timer event can run. I never use timers for the pause between two animations when it's drawing or slinging an attachment, it makes no sense to use up a timer for that, when llSleep was made for it. And as for "anything super-important", I probably would have done better to say, "anything else at the moment". Sorry.
  8. For things like draw and holster animation sequences, I use an integer I can toggle to an on or off state. Then if the script knows the item is drawn, it slings it, and if it knows it's slung, it draws it. Also, a way to sequence animations so that they play properly one after the other is to determine how long the first animation is, then use llSleep() to make the script wait that long before doing the next thing, which would be running the second anim. llSleep puts everything on hold for the specified amount of time, then turns it all back on, but things like sounds, animations, and particle effects still play while the script is sleeping, if they were begun before the llSleep() was used. This is why you can use it like a timer, provided it isn't crucial for the rest of the script to be doing anything super-important for that 3 seconds or so. So you'd end up with something like this... llPlayAnimation("reachback"); llSleep(3.5); llPlayAnimation("drawsword");
  9. If I want two animations to play in sequence, I look at how long it takes the first one to play, and tell the script to sleep exactly that long right after starting to play the first animation. Then, immediately after the llSleep(), I call the second animation to play. I use the same trick in timing the toggling of alphas when drawing a sword, or similar, so that the one in the scabbard vanishes as the one in the hand appears; the animation is started, the script sleeps until it's played to the right point in the animation, and then the script kicks back in with the secondary visual effect. It might be a little clunky compared to more elegant techniques, but it's the best way I've found for making it work for me, at least with timing animations, sounds, and particle effects. Naturally, you'd not want to use llSleep() if the script needs to do other things while the animation is playing.
  10. tl;dr: You cannot force anyone to do anything without their permission, and it's that way on purpose. Of course, a crafty scripter could find a way to get it to simply guilt people into doing things, maybe... <-<;
  11. Thank you for sharing that, I'm going to play with it. ^-^
  12. I've probably said it before, and I'll probably say it again, but I think the best advice for anyone, new or old to scripting, is to make a habit of reading the wiki. I've met several people this week who had scripting questions for me, and when I mentioned finding the answer on the wiki, they had no idea it even existed. It's strange to me, because in my world, if it exists, there's a wiki for it, and to know how to do it, you read the wiki. In most of the online communities I've participated in, "Read the wiki" has been almost a cliche. If there isn't a wiki, at least there's a forum, but can you believe it, there are people in SL who not only do not know of the existence of the wiki, but also do not even know this forum exists. I advise anyone who reads this forum to put the wiki on speed dial, seriously. I also agree with Innula on Googling. Knowing how to use Google properly is what separates the tech-savvy from the... um, non-tech-savvy (I once made $20 an hour at an IT job, and my entire job was Googling for people who didn't know how, basically).
  13. That is SO cool~! I'm keeping that, if you don't mind.
  14. I totally called you instead of Fiona, didn't I? <-<; Sorry, I'd just gotten up, and all I had was tea, no coffee... ^-^;
  15. I don't even hate to say I told you so. ^-^ Rolig rawks rotations~! And I seriously need to study them more, I know it's super important stuff.
  16. Yes. When it hits the end, where it normally does the big explosion, add llDie(); as a line right below the splosion. You might want to put a short sleep period, like llSleep(1.5); or something, right before the llDie() command, so the particles have time to poof out before it dies. Also, I apologize for the lack of proper commenting, and all the insanity with the indents; it was written when I was fairly new to this, and had that useless pride thing, thinking, "I know what it all does, why comment it?" I promise to make my scripts more readable in the future, and after I clean this thing up and make it readable, I'm going to put it up in the free library, just to make things easier for people. Fiona, I've got the dummy that blows guts all over the place (thank you to my sword training mentor), and yeah, it's a little grotesque, but my main objection to it was the sudden appearance of prims on a parcel with few prims left to work with. Particles don't cost the sim anything to use. Of course, I was new to Blender at the time I made my own dummy, so it's probably got a land impact of 5356347 gazillion, but one day I'll fix that, too. If anyone wants one, message me inworld sometime, I give them out for free to anyone who asks.
  17. I see the word "target" in there several times... a little info on what the target is a reference to might help, but honestly I think Rolig is the best person for this one. She got that rotation whatsit all sorted out before we were even rezzed. @Rolig Loon, we summon thee, we need your rotational guidance, yet again, as we are but apprentice scripters~! I have no doubt you'll get the help you need, just be patient...
  18. I made an exploding straw-man target dummy that makes sounds and poofs out bits of straw when hit, and keeps a tally of hits until at the end when the points run out, whereupon it makes a bigger poof of straw and disappears with an explodey sound. I made it for archery practice, but it's adaptable. I think this is similar to what you're looking for, with some slight editing to suit yourself. Message me inworld and I'll just give you one for free to tinker with, if you think it'll help. I give them away to friends for combat training, why not to help someone with script training? Also, for a bouncing effect, the wiki article on llApplyImpulse has an example snippet that makes objects bounce when hit. With a little editing, you can have targets bounce all crazy and then vanish. http://wiki.secondlife.com/wiki/LlApplyImpulse <- second example script on the page. EDIT: Sent you a straw dummy inworld. It doesn't die at the end, just makes an explosion and asks for a reset, but you can easily make the script into what you want, or get useful things from it. Read the notecard inside for full instructions on how it works. ^-^
  19. Also, even when it throws a syntax error it can be a hundred lines away from the actual cause of the error. It'll just hang and show the error where it finds the result of it, not where the cause is. If it's actually compiling, and running, but not doing what you want it to, take a super-close look at the piddly details in the script, and check to make sure they're all absolutely correct, because in the voodoo of scripting things can look like they should work perfectly well but a single tiny mistake, hidden in hundreds of lines, can crap the whole thing up. The difference between = and == is an insidious stumbling block for me, for example. And when in doubt (I know nobody likes it when I say this, but it's true), be prepared to rewrite it all from scratch, using what you've already figured out while writing it the first time.
  20. I offered help for this in another thread, but seeing the same thing reposted scattershot kinda makes me not want to help now. I tackled all of this last year, and have nice front-openers and even a classic swinguard stilleto, all using chat commands to draw/hide/open/close. I find the clunky rotation of a textured disc on a touch event to be a rather silly way to open a knife, and feel Innula is right about simply toggling visibility. A lot of what is made in SL attempts to mimic real-world objects and their behavior, but we have the advantage of being able to short-circuit appearances and cast illusions that are as good as, or better than the real deal, at least as far as scripting and physics are concerned. Whenever possible I try to remember that "virtual" means you don't actually have to have a swinging blade and rotate it when someone uses the mouse to click a button. Anyway, using chat commands to do this is as easy as pie, but I've found a small HUD button made out of a tortured cube so that 3 faces show, and using the chat commands on a hidden channel when the faces are clicked, works far better. There's nothing quite as embarrassing as typing a chat command to do something by surprise, and the viewer does something stupid, like leave off the starting "/". <-<;
  21. @NawaliaTrea: Message me sometime, I have working side-and-front-opening models, with draw/hide/open/close via simple chat, and my models are made differently, which might give you some fun ideas on construction, too. @Wulfie Reanimator: You said what I would say a hundred times a day on this forum if it wouldn't make me look like a Spammy Spammerson; There are times I just want to scream "READ THE WIKI!!!", because so much time can be saved, and so many questions wouldn't have to be asked, if people realized it's an actual study source, and you can learn from it. It isn't just a collection of stuff about LSL. Everything a beginner needs to know is there, and you can look further and learn even more if you want. When I was brand-new here, I wouldn't even ask a question on the forums until I hit a dead-end, and it usually came down to simply not knowing which function to look up on the wiki.
  22. I agree with Rolig; in fact, I suggest trying a fresh copy and not changing it, and seeing what it does. I can understand setting it to something relatively low for testing purposes, also, but 2 seconds is really fast. If you have your script sending you feedback when testing, it'll overwhelm you with chat spam, and that gets annoying fast, too. If anything, for testing the script personally I would just remove the 0 from the end of 120, leaving the semicolon intact, and wait the twelve seconds to see the changes, if any, then set it back when finished testing the script.
  23. OMG yeah, make sure the land you're on is set to allow scripts to run and/or that you have the right group tag on, etc. I got so distracted by the missing semicolon I forgot I was going to say that, too!
  24. "how to write it within PHP that it sends it in world to that address you get" sounds like you're asking about protocols, how to get the PHP script on the server to communicate with the LL servers, is this correct? I haven't done much with PHP in a while, though I have a lot of experience with running servers and running scripts on them. I've never done anything involving HTTP-to-SL, but it sounds like your question is more about PHP than LSL. I googled "php scripting second life server protocol", and here are two results, they might be helpful, Iunno. http://wiki.secondlife.com/wiki/LSL_HTTP_server/examples http://wiki.secondlife.com/wiki/User:Nik_Organiser/LSL/Articles/HTTP_Requests_From_PHP_On_Default_Ports Hope it helps you in some way, even if indirectly.
  25. This project looks pretty groovy. I've done a lot with particles, and yeah, it can be a little annoying fishing around in the dark and then checking the results over and over again. I know there's nothing new under the sun, but I like it when people have the ambition to take on a project like this. There are particle designing systems out there already, but yours looks pretty cool. I like some of the ideas you have for it. Layered effects are awesome, but true, you seldom see people using them in SL (I had a casual acquaintance with many game designers during college, myself). Looking forward to seeing where you go with this.
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