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Galaxy Littlepaws

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Everything posted by Galaxy Littlepaws

  1. I did some more searching and wound up with this and it seems to work fine. list integers = ["0","1","2","3","4","5","6","7","8","9"]; default { state_entry() { llListen(5, "", llGetOwner(), ""); //listen to message from owner on this channel, hoping for a number } listen (integer channel, string name, key id, string msg) { integer Flag = TRUE; integer i; for (i=0;i<llStringLength(msg);++i) { if (( !~llListFindList(integers,[llGetSubString(msg,i,i)] )) || ((llGetSubString(msg,i,i) == "-") && (i != 0))) { llSay(0,"This message contains a non-integer and won't work."); Flag = FALSE; } } if (Flag) { //the things happen here } } } But this is a whole lot simpler and works great too! Thank you so much everyone.
  2. This is going to be used in a larger script, and I need certain things to happen when a number is said into a channel by the owner. But for some reason, it's doing the thing when letters are said, causing it to not function until it's reset. This is the only thing not working in the script. I'm sorry, but I am unsure of what you mean in your last sentence. Should there be more to the script?
  3. I'm not sure if I'm understanding correctly. So this should make what happens in the listen event only happen if the string is an integer? I do not want the thing to happen if it is something else. default { state_entry() { llListen(5, "", llGetOwner(), "integer"); //listen to message from owner on this channel, hoping for a number } listen(integer channel, string name, key id, string msg) { //Things happen here with the integer to the object } }
  4. How do I set a certain thing to only occur if a listen msg is an integer? default { state_entry() { llListen(5, "", llGetOwner(), ""); //listen to message from owner on this channel, hoping for a number } listen(integer channel, string name, key id, string msg) { if (msg = integer) { //this is where I'm getting the error because I don't know how to do this part right //Things happen here with the integer to the object } } }
  5. Thank you so much @Quartz Mole for fixing the box.
  6. The box currently isn't working for anyone clicking on it, when can it be fixed? [09:19] Winter Gift Box v 1.14: Please stop clicking me. I'm working
  7. They said "Reset Skeleton and Animations" fixed it, so now I know that's another option.
  8. @Abnor MoleHow did you embed that video? Edit: I'm silly, I got it
  9. Did anyone else notice the Easter Egg? There's a button in the control menu that isn't mentioned in the info notecard.
  10. Okay, I figured out how to get the body script to tell the eye script what color to use for the modified_eye_prim_color variable by cross-referencing other scripts I've been using. Thanks for the help!
  11. Yes, I've added those in and they look like they'll work. How do I change the modified_eye_prim_color to always be whatever the body prim is instead of a set value? The body is the 3rd prim in this linked object. Or should I have the script that controls the body color somehow talk to the eye script to set that value?
  12. I mean color. Right now it handles textures, but I want to add the color changes in combination. As of right now, the eyes are white, but in the "closed" and "dead" state the white looks odd when compared to the rest of the body. I can't just use a colored texture because of how the color of the body prim changes. And making the eye constantly the color of the body would make the "eye open" texture look horrible. No other script is touching the eye prim color.
  13. As I've made only small edits to this script I'm willing to paste the entire thing in here for context. I want it to check the color of a linked prim and then during the "closed" or "dead" states change the "eye" prim this script works with to have that color and change back to white when open. // :CATEGORY:XS Pet // :NAME:Breedable_pet_eye_scripts // :AUTHOR:Ferd Frederix // :CREATED:2012-08-16 10:21:14.630 // :EDITED:2013-09-17 21:48:30 // :ID:116 // :NUM:175 // :REV:1.0 // :WORLD:Second Life // :DESCRIPTION: // Combined eye and particle script. // // This script flips between two textures for eye blinking and also supports a 'dead' eye look. It combines the particle plug-in with eyes together. It may be more useful on non-robot pets. // An article on how to use it, including a set of example eye textures, is located at <a href="http://www.outworldz.com/secondlife/posts/breedable-pet-robot/blinking%20eyes.htm">http://www.outworldz.com/secondlife/posts/breedable-pet-robot/blinking%20eyes.htm</a> // :CODE: // This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike // See http://creativecommons.org/licenses/by-nc-sa/3.0/ // Noncommercial -- You may not use this work for commercial purposes // If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. // This means that you cannot sell this code but you may share this code. // You must attribute authorship to me and leave this notice intact. // // Exception: I am allowing this script to be sold inside an original build. // You are not selling the script, you are selling the build. // Ferd Frederix // the names of the textures for eyes that shut and close by flipping between them. string OPEN = "eyes open"; string CLOSED = "eyes closed"; string DEAD = "eyes dead"; // could be a copy of eyes closed, or (X)(X) string ANI_DIE = "death"; // a string taught to the pet by the animator when the animal is to die. string ANI_SLEEP = "sleep"; // Sleeping string ANI_STAND = "stand"; // default standing animation integer numberPrim_eyeL = 3; integer numberPrim_eyeR = 4; vector repeatsTexture = <1.2,1.2,0>; float rotationTexture =223.0; vector offsetTexture = ZERO_VECTOR; integer numberSide = ALL_SIDES; float randomTimer = 3.0; float staticTimer = 3.0; float randomSleep = 0.2; float staticSleep = 0.1; integer flags; // Original Particle Script 0.4j // Created by Ama Omega 3-7-2004 // Updated by Jopsy Pendragon 5-11-2004 // For classes/tutorials/tricks, visit the Particle Labratory in Teal // Values marked with (*) are defaults. default { on_rez(integer startparam) { llResetScript(); } state_entry() { llSetLinkPrimitiveParamsFast( numberPrim_eyeL, [ PRIM_TEXTURE, numberSide, CLOSED, repeatsTexture, offsetTexture, rotationTexture, PRIM_LINK_TARGET, numberPrim_eyeR , PRIM_TEXTURE, numberSide, CLOSED , repeatsTexture, offsetTexture, rotationTexture ]); llSetTimerEvent(llFrand(randomTimer) + staticTimer); } timer() { llSetLinkPrimitiveParamsFast( numberPrim_eyeL, [ PRIM_TEXTURE, numberSide, CLOSED, repeatsTexture, offsetTexture, rotationTexture, PRIM_LINK_TARGET, numberPrim_eyeR , PRIM_TEXTURE, numberSide, CLOSED , repeatsTexture, offsetTexture, rotationTexture ]); llSleep( llFrand(randomSleep) + staticSleep ); llSetLinkPrimitiveParamsFast( numberPrim_eyeL, [ PRIM_TEXTURE, numberSide, OPEN, repeatsTexture, offsetTexture, rotationTexture, PRIM_LINK_TARGET, numberPrim_eyeR , PRIM_TEXTURE, numberSide, OPEN, repeatsTexture, offsetTexture, rotationTexture ]); } link_message(integer sender, integer num, string str, key id) { if (num == 1 && str == ANI_SLEEP ) { llSetLinkPrimitiveParamsFast( numberPrim_eyeL, [ PRIM_TEXTURE, numberSide, CLOSED, repeatsTexture, offsetTexture, rotationTexture, PRIM_LINK_TARGET, numberPrim_eyeR , PRIM_TEXTURE, numberSide, CLOSED , repeatsTexture, offsetTexture, rotationTexture ]); //closed llSetTimerEvent(0); // no blink } else if (num == 1 && str == ANI_STAND) { llParticleSystem( [] ); // turn off particle ZZZ's by sending an empty list llSetLinkPrimitiveParamsFast( numberPrim_eyeL, [ PRIM_TEXTURE, numberSide, OPEN, repeatsTexture, offsetTexture, rotationTexture, PRIM_LINK_TARGET, numberPrim_eyeR , PRIM_TEXTURE, numberSide, OPEN, repeatsTexture, offsetTexture, rotationTexture ]); //open llSetTimerEvent(llFrand(3) + 3); } else if (num == 1 && str == ANI_DIE) { llSetLinkPrimitiveParamsFast( numberPrim_eyeL, [ PRIM_TEXTURE, numberSide, CLOSED, repeatsTexture, offsetTexture, rotationTexture, PRIM_LINK_TARGET, numberPrim_eyeR , PRIM_TEXTURE, numberSide, CLOSED , repeatsTexture, offsetTexture, rotationTexture ]); // dead eye (X)(X) texture llParticleSystem( [ ] ); // turn off particle ZZZ's llSetTimerEvent(0); // no blink } } }
  14. For some reason, it's giving me a syntax error on the first ( character on any of those lines. I'm not entirely sure what I'm doing wrong here. I'm putting it with the other string, integer, float, and vector lines at the beginning of the script.
  15. What viewer are you using? There should be an option somewhere to stop all animations and revoke permissions.
  16. Can you go into Help>About Firestorm and paste your info in here? Click "Copy to Clipboard" at the bottom of the window.
  17. I'm wanting to find a way for a script to check the color of a linked prim and put it in a string for use in other parts of the script. Something like this: string color=[prim_color 3] How can I do this, or is it something that would have to be done in another way?
  18. I looked more into the settings and was able to find some obscure settings. I have no idea why it was only having this issue in only certain programs. Maybe the mic being plugged in was canceling things out. But this is what I have set now in the Device Advanced settings in Realtek HD Manager and it solved my issue.
  19. I installed the latest audio drivers and nothing changed. I was also unable to login to or find the Sekaw region. I'll be contacting Firestorm support in world Sunday when I'm off work.
  20. I have restarted my computer and checked for driver updates, but I'll try completely reinstalling them. I have never been to Sakaw but I'll try logging in there. Usually logging into Voice Echo Canyon always solved my issues with voice. I'll reply back once I'm at my computer and tried those things.
  21. I have just tried Catznip and Voice and media work there. But not any other audio, and Catznip does not have as nice graphics as Firestorm and I like to take pictures.
  22. I'm using Windows 10 64x, and Firestorm 64x 5.1.7.55786 I'm having issues with Sound and Voice that aren't covered in the Firestorm troubleshooter. I have the dot and can hear in-world media through the headset. It works perfectly as long as my headset is not set as default. But I don't want my sound to come out of my monitor, I want it to come out of my headset. This was working fine until recently when I switched the sound to my monitor. It would seem that to SL, both the output and input of the headset are disabled when I make it the default audio. It is not a USB headset but I also tried a Bluetooth one. What I've tried: Rebooting PC and checking for updates The Windows Sound Troubleshooter Making sure the headset was working in other programs Testing a media player in-world (that worked) Logging in at Voice Echo Canyon, from here I kept switching default audio devices and noticed that my mic also stopped working (checked via Voice>Audio Device Settings) inworld when I have the headset on default or set in the Audio Device Settings as output Trying another viewer (Black Dragon), got the same results Completely disabling all other audio output sources Turning off Voice, logging out, and logging back in and turning voice back on after a minute Plugging in a different working headset and earbuds Reinstalling Firestorm Needless to say, I'm at my wit's end trying to figure this out.
  23. They would have to turn on and allow the media in their viewer. They might also need to click something to start it depending on their settings.
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