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Berksey

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Everything posted by Berksey

  1. I wasn't here for those times, but imagine a newbie to LSL trying to hinge a coffin lid... that was the day I learned how manually setting rotations when you don't know what a quaternion is can make head asploade. They... cascaded.......T_T; *quivers and arm flaps on chest*
  2. Might be irrelevant or too late, and I'm certainly not trying to encourage people asking here about particular products, but I always, always, always make sure to reset the scripts in anything I put them into, just in case... Not all scripts reset automatically when you put them into an object. This also fixes a lot of problems with scripted objects not working the first time you attach or try to use them... I figure it's okay to give this as a possible answer, as it's something I picked up while learning scripting. It can make all the difference between something working and not working right off the bat. I get used to scripts resetting when I save them, and sometimes forget about this when simply dropping a copy into an object, and it messes me up until I remember...
  3. As an experiment I took a fullperm linkset resizer script I got off the MP sometime last year, took out the touch event and replaced it with a listen, removed the "Delete Script" option from its menu, and added a button to one of my HUDs to call it when clicked. The result is a full-featured resize menu that scales every part of the HUD at the same time... If you have or type up a good linkset resizer script, maybe this idea could help, but I don't know exactly how you want your stuff to work or if you're simply set on making it work the way you wanted from the start... I know how that can be too, just wanting to make it do what you want because it doesn't want to, lol.
  4. I fully agree with the above. The only time I re-use anything I've already made is when I combine two versions, and even then I sometimes just pull them apart and merge one with the other, choosing the one that is more complex to add the simpler version's functions to it. When it's a hundred or more lines of code, it's sometimes just a pain to re-type what each file already has declared and so forth. Doesn't mean I won't read them both thoroughly first! And yeah, often it's just better to think it through while looking at the code and then start fresh. Sometimes I wake up and just start typing, after sleeping on it all night; this is often my best work, done while still fresh in my mind and I'm not awake enough to remember I had anything already typed up inworld. And as far as breaking things is concerned, it is of infinite value compared to simply throwing a script in and having it work right off the bat. It's rarely that I'm able to write a script out and have it compile on the first go round, and the result is all my inworld scripts are working and all the stuff on my HDD is messy and broken or unfinished... But it helps me learn. By the way, throwing together two versions of the same script is often an excellent way to give oneself something broken to fix and learn from. I think maybe one of the most valuable traits a scripter can possess is a refusal to settle for a script just working, too. There's always room for improvement, and if you're sitting on your laurels, you've got them on the wrong end of you, I believe the saying goes.
  5. Still doesn't hurt to remember it... Thanks for bringing it up.
  6. I was thinking it was a saddle to wear, I just wasn't sure and didn't want to open my mouth and look foolish... I forget sometimes how many people in SL are into playing horsey... I can think of other uses for the same stuff, too, like a piggyback baby carrier, etc. This is a good thread, IMO. ^-^
  7. It's just proof that someone has actually shopped there, really, marketing. Nothing wrong with it, but yeah, some people don't want everyone at the diaper store or whatever to know they've been shopping there, lol. If I like a place and think they're worthwhile, and they have that, I'll let them use my picture, it's like my seal of approval. But yeah, mostly it's just another thing to have to click before you can walk around 'n' shop.
  8. Thank you for posting what worked for you~! And thank you to everyone else who shared stuff on this too, this is really useful information to have!
  9. Rolig, it's the intention that counts, not the example given. No worries. I was delighted to find out I can use more than one listen simultaneously, because my stuff can use llRegionSayTo on a hidden channel while the user can use chat commands on channel 0, thus allowing the user to interact with the item without having to make them privy to the channel the item uses for its magical fun thingies it does (like registering hits on the combat meter). What I need to do now is go back and add listen removes in the same places I've, say, added things like llStopAnimation() and so forth (basically any time the item is detached or otherwise deactivated). It just makes sense from a good coding perspective, even if I don't have multiple users touching the same item or using multiple chat channels thought up on the fly. I appreciate everything people share here, because the documentation is really limited compared to the live knowledge, you know?
  10. This is good stuff, I've only recently been learning more about listen handles and so forth, as opposed to just cutting and pasting snippets because I know they'll work. A week ago I didn't even realize you could use two listens in the same script... *facepalms*
  11. I've never gotten anything at all to rig properly in 2.7. I've pretty much given up. I'm almost tempted to get an older version and learn on that. Tho I suppose it'd help if I had Avastar or something... I would just rather know how to do it all myself.
  12. That's a pretty cool workaround, hmmm... I can see uses for security to prevent cheating in a prim-bullet based combat system, like changing the object's name from say, "bullet", to a hashed string recognized by the meter as representing an arrow, or a bullet, adding an extra little layer of obfuscation, maybe. If people tried cheating by making a weapon that, say, threw twice as many projectiles, and they named them "bullet" or "arrow" because they saw that was the name of the object in a sanctioned weapon's inventory, their weapon would be useless, and they'd probably never figure out why.
  13. I generally dislike posting after myself, but it wouldn't let me edit my previous post to include more stuff... I guess it's been too long. Please forgive me bumping the thread like this, but I was moved to say this, and I have poor impulse control. My need to communicate this overrode my dislike for double-posting, so I have to go with it, or the universe might go kerflooey or something and then I won't be able to sleep at night, but I digress already... I re-read this thread and saw it with new eyes, possibly because I've learned a little more since the last time I read it, and possibly because it takes me a while to get things sometimes... but the cheats for multiple timers are sheer genius, and a project I'm working on would have ended up being way overcomplicated and also probably rather crummy if not for this information being here. Seeing a limitation and saying "no" to it, and doing what you wanted to do anyway and making it work if that's what you really want to do, well, that's the kinda stuff I live for. Are there more things like this, like for other functions? I run up against obstacles like the timer event limit all the time, and usually I just have to find some other way of doing whatever I'm trying to do, but some workarounds are a lot more work and rather a mess compared to being able to simply use the same function I was using, had I been able to. For instance, I'm trying to figure out how to deal "splash damage" using llsensor() instead of damage prims (it works for melee, because the direction keys can tell it to do different damage for a side strike than a direct hit, but my ranged weapons only use the left click in mouselook), and all I can think of is either using more than one sensor event (one large cone and one smaller cone), or somehow determining how close to the center of the sensor cone the targeted avatar was. The former involves less math (potentially, I would hope) than the latter, but I don't even know if either approach is possible. It mystifies me. And knowing my luck, the day I work out some complicated method, and edit every one of my pile of items, someone will post a snippet that would have saved me having to hack and slash my way through my lack of understanding of LSL and break it enough to make it go. I almost thought to call a second sensor event with the no_sensor event, but I don't think that would even work, and if it did, it would probably go round and round loopy and break everything anyway. As a somewhat new person, in most dire need of the very subject matter of this thread, and from seeing a lot of questions on similar topics (how to do things some scripters might consider logically impossible) by other new people, I know all too well how much there is to learn and I gobble it up in quantity, but the quality of wizarding I've seen from a handful of the experienced people here makes me want more of it... If I hadn't seen the above timer cheats, one of my projects would be llSleep() spaghetti right now. Really grodey, unappetizing, llSleep() spaghetti. Are there more shortcuts like these, but for other stuff? In appreciation for what I've gotten so far I'm hereby vowing to pay it forward in due course, and share anything I might ever find useful in saving time learning the logic of all of this. It's true, you can look up functions, but understanding why it all works the way it does and doesn't work the way it does not is, in my humble opinion, the key to higher-level wizarding. Watch, next time I read this thread I'll be all like, "hey, NOW I get it!" again, too... <-<;
  14. Thank you for sharing that, I'm copying it to my snippets collection right now~! I can already think of uses for this, so yay!
  15. Yeah you can call a prim forth from its place of hiding and metamorphose it, but I can't think of any way to simply make one out of nothing aside from uploading it first or using the build menu. I've seen a lot of the sort of effects you're talking about though, and in most cases the makers simply have the object (such as the wall of the mine) rez the "coal" (or waffles XD) on impact. Might not be all that necessary to make each little piece of coal unique, unless you really, really feel like doing all that extra work...
  16. I was going to suggest a simple string replace, but then I realized it was probably something to do with system stuff and not just data written to script memory... I'm glad someone posted though, it was such a lonely thread, all forlorn. It was all I could do to hold off on trying to help. <-<; <-- useless
  17. I personally would make a ring and have a slightly larger ring around it with a texture that was alpha'd out except for the name. then the base ring prim (first, inner ring) would have its nice, say, gold texture, and the name would appear on it in, say, white, so you could change its color with the script. But that's just me, and it's probably not the easiest way to get the effect. If someone's willing to try doing this for you, it might be worth the L$ to commission them for the job. Otherwise it would probably be a bit much to do if you're new to this stuff... I'm sure there's some way to get the effect you want, tho.
  18. In response to the OP's question, ask the prim who it belongs to, and it should tell you if you're the owner. But ask nice or it'll spoot particles every time you teleport. Then you're stuck with it until you can give it away as a freebie. It's a tragic thing, really.
  19. I can get wanting to know how to do it, because if it can be done at all, I certainly want to know how, but yeah, I have to agree it's a really hard way of doing the job... I tried making a putt-putt golf cup, like for catching a golf ball, but the physics of a cup shape (and the impossibility of getting a ball to go inside it) finally drove me to use a collision event to delete the physical ball and toggle the alpha on one I'd embedded in the "hollow" of the cup. It wasn't the exact thing I wanted to do, but it was the same effect visually. Considering all of what we're working with concerns an appearance, and not necessarily the real thing, the effect is more important than the method, IMO. Doesn't mean I wouldn't keep trying to get it to do what I wanted in the meantime, tho. If you figure it out, tell us how you did it!
  20. The permissions box is definitely a pain that way; sometimes people don't see it because it hides behind menus. By the time you can see it, you've closed the menu and the permissions box may have faded from view by then... My favorite sofa is a tad outdated, and does this; I have to remember the permissions box every time I sit on it. Almost not worth it, but yeah... favorite sofa.
  21. I feel awful for not even thinking of suggesting something as obvious as calling customer support. Mea culpa. Thankfully, the poster above me was more on the ball.
  22. I'm wondering if the built-in limitations aren't there for reasons similar to a fix they did limiting llGetObjectDetails (due to an exploit used for stalking scripts)... I sometimes get immensely frustrated when I hit a wall like that, but sometimes LL does seem to actually have extremely good reasons for some of the stuff they do. Adding functionality sometimes has unforeseen consequences, and rather than taking the functionality away, they limit it to prevent the exploitation of it. Lesser of two ebils, I spose. ^-^;
  23. I created something similar by accident before I learned to stop automatic emission of particles when I teleported somewhere... Imagine my embarrassment when I'd show up somewhere and immediately announce my appearance by farting butterflies all over the place... <-<; Most fancy teleporters I've seen tend to rely on particles for all of their effects, but for stuff like the swirling pentacle effect or rotating whirls of symbols, yeah, you'll want a rotating prim attached to you and just keep it invisible when it's not being used for the effect. My first magic spellcasting effect ended up relying on this very thing, once I decided I'd had enough of the giant prim rezzing in front of me and wobbling all stupidly like it was about to fall over.
  24. Um, I'm pretty sure experiences are region-specific (allowing for error on my part), and in terms of the other part of your question, I'm pretty sure there are several ways to have attached objects talk to people in other locations (via IM, for example), but getting them to talk to other objects tends to be (in my experience) limited to objects within the same region... I see someone more qualified just replied while I was typing this, so I want to read what she says about it now... EDIT: Yeah, what she said.
  25. Their PHP settings might be disallowing remote scripted objects connecting even to the one port they give to their users. PHP is notorious for not having all of its security issues worked out, so a lot of hosts use super-paranoid settings in the PHP configs, disabling a lot of functionality. PHP itself tends to ship in server packages with many of its features disabled, such as being able to upload a file(!). A lot of it is just a lack of willingness to learn how to configure it properly, and a lot of it is a desire to simply avoid their users being able to do anything other than serve web pages. I used a very reliable and expensive web host for several years and they were almost as limited and restricted. My "unlimited access account complete with shell access" wouldn't let me compile a simple binary via the remote shell. Not to disparage any particular hosting company, but the majority of them I've encountered really tend to either be out of touch with what some of their customers would like to be able to do for their money, or just don't care as long as the majority of their users are happy paying a hundred bucks or more a year for the equivalent of a homepage. Sigh.
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