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IA Nova

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Posts posted by IA Nova

  1. On 5/27/2020 at 6:11 AM, Kyrah Abattoir said:

    Not sure i fully understand this but.. You can't upload lights.

    " lights " = small squares made of mesh ... xD 

     

    I already found a solution for these issues ... if your mesh is very small, enlarge the object inwards so that the detail is not visible and that's it.

    (in case the error is due to wanting to upload very small objects)

  2. Quote

    ChinRey:

    I have to emphasize what Kyrah already said.

    You dont' butcher your LoD models if you care at all about how your builds actually look to people in SL (and I'm sure you do if you think about it).

    The real answer is to make good LoD and physics models. It doesn't have to be that difficult. The real experts in this can probably be counted on the fingers of one hand but anybody can learn how to make them good enough to avoid mav_block_missing errors, un-rezzable surfaces and collpased LoD models.


    Now this having this error with the same mesh, I am looking for the current solution, they are small lights that are "rigged" in an armature, and only this part gives this error, however, I upload them individually, but if I upload the entire armature with its "lights" this error does not appear, so I think it is because of the size or the way these lights are positioned, I am testing if it really is the size


    ---- 

    edit : yes is for the size. 

    You should only respect the minimum space allowed in second life in a box, it is the solution that I found to this problem, if the object is a very small detail, expand it in such a way that it is inside the mesh so that it creates that necessary volume.

    - For the record that this has been my solution, and it is not something that is really functional, you can take it as a tip, if the same error occurs, with a light or small ring.

    • Confused 1
  3. for people who come looking for the solution:
    I confirm that the mav_block_missing error - is caused by the LOD (on specifically small objects or details that do not have a complete form)

    that is, if you make a box and leave the bottom face (the one that will not be seen) open, without a face, and it is small, this can cause the error, the LOD at 0 in low and 0 in the middle, help to solve the problem

    Solution: Enlarge your mesh a little before raising it, or change the low and medium lod values to 0.

    • Haha 1
    • Sad 1
  4. I'm going to try what you say!

    but, when it is often complicated, I usually change the project to something simpler ...

    I will remain with the intrigue of how the creator of this script, has managed to do this: 

    https://gyazo.com/c1f88a777d9eee7a6c12f35ee7210980  

    if someone knows how to copy that effect! -
    always push, if you are flying, if you are on the ground, always push everyone

    is an "immaterial" ball that dies after 3 seconds 

    unfortunately I will have to change the project because of the difficulty of the script, I made it more basic ... even if someone knows about that other effect! it would be great

     

     

  5. hi, 

    I'm trying to make a push effect for a skill, but for some reason, the ball I use for this effect, acts as if it were in immaterial mode. 

    https://gyazo.com/6c8b0226df30f48638896d691fdf44b2 

     

    I would like it to work this way ... although watching the video, I do not know if it is the ball that pushes the enemy. 

    https://gyazo.com/c1f88a777d9eee7a6c12f35ee7210980 

    I use the second video to show  the example effect (it's not my effect) 

     

    in the ball i have 2 scripts 

     

    frist : 

    vector startingSize;
    integer tog;
    default
    {
        state_entry()
        {  startingSize = llGetScale();
        }
        touch_start(integer total_number)
        {
            if( tog = !tog )
            {  llSetTimerEvent(0.02);
            }
            else
            {  llSetTimerEvent(0.0);
               llSetScale(  startingSize );
            }       
        }
        timer() 
        {  llSetScale(  llGetScale() + <2.100, 2.100, 2.100> ); 
        }
    }

    and 

    default
    {
        collision_start(integer num_detected)
        {
            llPushObject(llDetectedKey(0),<100,100,100>, <100,100,100>, TRUE);
        }
    }

    the ball Should not push me? 

  6. Would someone be so kind to help me with this detail?

    I need to create a ball that grows slowly for an experiment, someone could help me with the correct script line, I'm just using on rez: llSetScale

    but basically from small it happens to big, and it does not work for me =( the effect u.u must be appreciated 

     

     

     

     

  7. Is it possible to make an object lose "physics" if it touches a scripted object that orders this to lose the physics? 

    my intention is to make a protective barrier against projectiles 

    there are projectiles that go through walls, I want to cancel these projectiles

    or failing that, something similar, but when the projectile touches the barrier (dies)

    I'm at zero with this project I do not have any base script if someone is so kind to give me a start! thank you! ;C 

     

     

     

     

     

  8. I just explored many post, but I can not understand, how to make my objects with particles send their particles to the avatar in the center X_x 

     

    i have 1 galaxy, and the galaxy have much effect 

    4a8edee16c.png

    5 balls that have to send a line of particles to the avatar ...

    and an explosion of particles that has to end in the avatar ...

    I copied the code but when copying the udi changes, then the effect is discarded

    I would like to know how the effects independently go to their owner 

     

    ball particle : 

    default
    {
        state_entry()
        {
            llListen(-77,"","","");
        }
        
        on_rez(integer message) {
         llResetScript();   
        }
      
        listen(integer channel, string name, key id, string message){
            if(llGetOwnerKey(id)==llGetOwner()){
    
                if("on1" == message){
                    
                llParticleSystem(
            [
                PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_ANGLE,
                PSYS_SRC_BURST_RADIUS,0,
                PSYS_SRC_ANGLE_BEGIN,3.14,
                PSYS_SRC_ANGLE_END,-1.8,
                PSYS_SRC_TARGET_KEY,(key) "4f73291b-bdfa-5cf7-180d-d7f649a18152",
                PSYS_PART_START_COLOR,<0.000000,0.500000,1.000000>,
                PSYS_PART_END_COLOR,<1.000000,1.000000,1.000000>,
                PSYS_PART_START_ALPHA,1,
                PSYS_PART_END_ALPHA,0,
                PSYS_PART_START_GLOW,0.3,
                PSYS_PART_END_GLOW,0,
                PSYS_PART_BLEND_FUNC_SOURCE,PSYS_PART_BF_SOURCE_ALPHA,
                PSYS_PART_BLEND_FUNC_DEST,PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA,
                PSYS_PART_START_SCALE,<0.531000,0.331000,0.000000>,
                PSYS_PART_END_SCALE,<1.700000,2.700000,0.000000>,
                PSYS_SRC_TEXTURE,"dfcfdd82-6fca-7ddb-1875-763cc3b68ba5",
                PSYS_SRC_MAX_AGE,0,
                PSYS_PART_MAX_AGE,5,
                PSYS_SRC_BURST_RATE,0,
                PSYS_SRC_BURST_PART_COUNT,1,
                PSYS_SRC_ACCEL,<0.000000,0.000000,0.000000>,
                PSYS_SRC_OMEGA,<0.000000,0.000000,0.000000>,
                PSYS_SRC_BURST_SPEED_MIN,2.6,
                PSYS_SRC_BURST_SPEED_MAX,1.8,
                PSYS_PART_FLAGS,
                    0 |
                    PSYS_PART_EMISSIVE_MASK |
                    PSYS_PART_FOLLOW_VELOCITY_MASK |
                    PSYS_PART_INTERP_COLOR_MASK |
                    PSYS_PART_INTERP_SCALE_MASK |
                    PSYS_PART_TARGET_POS_MASK
                    ]); 
             
            }
                else if ("off2" == message){
                llParticleSystem([]);  
    
    }
    }
    }
    }

    // PSYS_SRC_TARGET_KEY,(key) "4f73291b-bdfa-5cf7-180d-d7f649a18152", = is fail! the udi is change D: 

    the effect of the other particle is same, 

    If I find a solution for this, I can fix the other ... this is very simple, I just do not know how to do it! It is probably easy for other people>, < 

     

    the idea is to do this, but when I make a copy of the object that receives the particles and changes its uudi and then the effect is broken 

    dee398078a.png 

     

    if someone can help me with this I appreciate it >///<

  9. I did not know there were different types of script, for each object that you throw or shooting,
    I thought they were all the same, I'm throwing an object with this script:

     

    vector velocity;
    integer shot = FALSE; 
    integer fade = FALSE;
    float alpha = 1.0;
    float damage = 25;
    float hitpower = 8000;
    float lifetime = 5;
    
    explode()
    {
        llSetStatus(STATUS_PHYSICS, FALSE); 
        vector vel = llGetVel() * hitpower;
        llPushObject(llDetectedKey(0), vel, ZERO_VECTOR, FALSE);
        llSetForce(<0,0,0>, TRUE);
        llTriggerSound("3da2ccf7-8361-a8f8-76d7-7f13ec966161", 10.0);
        llDie();
    }
    
    default
    {
        state_entry()
        {
            llSetDamage(damage);
        }
        
        on_rez(integer start_param)
        {
            llSetStatus(STATUS_PHYSICS, TRUE);
            llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
            llSetBuoyancy(1.0);
            llCollisionSound("", 1.0);          
            velocity = llGetVel() * 5;
            float vmag;
            vmag = llVecMag(velocity);
            if (vmag > 0.1) shot = TRUE;
            llSetTimerEvent(lifetime);
        }
    
       collision_start(integer total_number)
        {
            if ( llGetOwner() != llDetectedKey(0) )
            {
                explode();
            }
         }
        
        timer()
        {
            if (!fade)
            {
                if (shot)
                {
                    explode();
                }
            }   
            else
            {
                llSetAlpha(alpha, -1);
                alpha = alpha * 0.999999;  
                if (alpha < 0.1) 
                {
                    explode();
                }     
            }
        }
    }

     

    I just want the object not to hurt me when it is thrown and it is against some stone or nearby wall

  10. Thanks for the help! >, <
    it's still hurting me when throwing a spear!! ;_;

    now it works for me without errors, but it keeps hurting me, it's that I throw a spear and these are sometimes left on the ground, but if the combat is very close to throwing a spear it hurts me instead of my rival >,< 

     

    i use the script : 

    vector velocity;
    integer shot = FALSE; 
    integer fade = FALSE;
    float alpha = 1.0;
    float damage = 25;
    float hitpower = 8000;
    float lifetime = 5;
    
    explode()
    {
        llSetStatus(STATUS_PHYSICS, FALSE); 
        vector vel = llGetVel() * hitpower;
        llPushObject(llDetectedKey(0), vel, ZERO_VECTOR, FALSE);
        llSetForce(<0,0,0>, TRUE);
        llTriggerSound("3da2ccf7-8361-a8f8-76d7-7f13ec966161", 10.0);
        llDie();
    }
    
    default
    {
        state_entry()
        {
            llSetDamage(damage);
        }
        
        on_rez(integer start_param)
        {
            llSetStatus(STATUS_PHYSICS, TRUE);
            llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
            llSetBuoyancy(1.0);
            llCollisionSound("", 1.0);          
            velocity = llGetVel() * 5;
            float vmag;
            vmag = llVecMag(velocity);
            if (vmag > 0.1) shot = TRUE;
            llSetTimerEvent(lifetime);
        }
    
       collision_start(integer total_number)
        {
            if ( llGetOwner() != llDetectedKey(0) )
            {
                explode();
            }
         }
        
        timer()
        {
            if (!fade)
            {
                if (shot)
                {
                    explode();
                }
            }   
            else
            {
                llSetAlpha(alpha, -1);
                alpha = alpha * 0.999999;  
                if (alpha < 0.1) 
                {
                    explode();
                }     
            }
        }
    }

     

  11. i test too : 

    vector velocity;
    integer shot = FALSE; 
    integer fade = FALSE;
    float alpha = 1.0;
    float damage = 25;
    float hitpower = 8000;
    float lifetime = 5;
    
    explode()
    {
        llSetStatus(STATUS_PHYSICS, FALSE); 
        vector vel = llGetVel() * hitpower;
        llPushObject(llDetectedKey(0), vel, ZERO_VECTOR, FALSE);
        llSetForce(<0,0,0>, TRUE);
        llTriggerSound("3da2ccf7-8361-a8f8-76d7-7f13ec966161", 10.0);
        llDie();
    }
    
    default
    {
        state_entry()
        {
            llSetDamage(damage);
        }
        
        on_rez(integer start_param)
        {
            llSetStatus(STATUS_PHYSICS, TRUE);
            llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
            llSetBuoyancy(1.0);
            llCollisionSound("", 1.0);          
            velocity = llGetVel() * 5;
            float vmag;
            vmag = llVecMag(velocity);
            if (vmag > 0.1) shot = TRUE;
            llSetTimerEvent(lifetime);
        }
    
        collision_start(integer total_number)
    {
        if ( llGetOwner() != llDetectedKey(0) )
        {
            Explode();
        }
    }
        
        timer()
        {
            if (!fade)
            {
                if (shot)
                {
                    explode();
                }
            }   
            else
            {
                llSetAlpha(alpha, -1);
                alpha = alpha * 0.999999;  
                if (alpha < 0.1) 
                {
                    explode();
                }     
            }
        }
    }

    643449051b.png

  12. I'm a bit silly, to apply the script, but it looks simple, even though my ant brain can not understand how to color the script fragment, anyway I have a screenshot here of the error it gives me:

      4fa39a3b4b.png

    vector velocity;
    integer shot = FALSE; 
    integer fade = FALSE;
    float alpha = 1.0;
    float damage = 25;
    float hitpower = 8000;
    float lifetime = 5;
    
    explode()
    {
        llSetStatus(STATUS_PHYSICS, FALSE); 
        vector vel = llGetVel() * hitpower;
        llPushObject(llDetectedKey(0), vel, ZERO_VECTOR, FALSE);
        llSetForce(<0,0,0>, TRUE);
        llTriggerSound("3da2ccf7-8361-a8f8-76d7-7f13ec966161", 10.0);
        llDie();
    }
    
    default
    {
        state_entry()
        {
            llSetDamage(damage);
        }
        
        on_rez(integer start_param)
        {
            llSetStatus(STATUS_PHYSICS, TRUE);
            llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
            llSetBuoyancy(1.0);
            llCollisionSound("", 1.0);          //  Disable collision sounds
            velocity = llGetVel() * 5;
            float vmag;
            vmag = llVecMag(velocity);
            if (vmag > 0.1) shot = TRUE;
            llSetTimerEvent(lifetime);
        }
    
        collision_start(integer total_number)
    {
        if ( llGetOwner() != llDetectedKey(0) )
        {
            Explode();
        }
    }
            else
            {
                llSetAlpha(alpha, -1);
                alpha = alpha * 0.999999;  
                if (alpha < 0.1) 
                {
                    explode();
                }     
            }
        }
    }

    i change : 

    collision_start(integer total_number)
        {
            explode();
        }
        
        timer()
        {
            if (!fade)
            {
                if (shot)
                {
                    explode();
                }
            }   

    for 

    collision_start(integer total_number)
    {
        if ( llGetOwner() != llDetectedKey(0) )
        {
            Explode();
        }
    }

    X_x 

  13. I'm trying to get it, that the bullets and damage done by the owner of the object do not hurt the owner but yes others players, is there any way to do this? 

     

    my script for dmg is : 

    vector velocity;
    integer shot = FALSE; 
    integer fade = FALSE;
    float alpha = 1.0;
    float damage = 25;
    float hitpower = 8000;
    float lifetime = 5;
    
    explode()
    {
        llSetStatus(STATUS_PHYSICS, FALSE); 
        vector vel = llGetVel() * hitpower;
        llPushObject(llDetectedKey(0), vel, ZERO_VECTOR, FALSE);
        llSetForce(<0,0,0>, TRUE);
        llTriggerSound("3da2ccf7-8361-a8f8-76d7-7f13ec966161", 10.0);
        llDie();
    }
    
    default
    {
        state_entry()
        {
            llSetDamage(damage);
        }
        
        on_rez(integer start_param)
        {
            llSetStatus(STATUS_PHYSICS, TRUE);
            llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
            llSetBuoyancy(1.0);
            llCollisionSound("", 1.0);          //  Disable collision sounds
            velocity = llGetVel() * 5;
            float vmag;
            vmag = llVecMag(velocity);
            if (vmag > 0.1) shot = TRUE;
            llSetTimerEvent(lifetime);
        }
    
        collision_start(integer total_number)
        {
            explode();
        }
        
        timer()
        {
            if (!fade)
            {
                if (shot)
                {
                    explode();
                }
            }   
            else
            {
                llSetAlpha(alpha, -1);
                alpha = alpha * 0.999999;  
                if (alpha < 0.1) 
                {
                    explode();
                }     
            }
        }
    }

     

  14. the client was badly educated all the time, and from the beginning, he dedicated himself to badly qualify me and blame me for this ....

    this client uses a strange viewer that nobody knows, and it's a problem, he can not even see the brightness ...

    "" "one of you have their viewer set to fossil tech un-advanced lighting." ""


    I have sold more than 200 copies of my mod, and no user has presented problems, it is more, I take pictures of them when one of them has difficulties to apply it, and they leave all happy, none of them has presented this problem ...

    I think I'll leave the case here, I really do not care if my client has broken his viewer

    I have tried to help this person and the only thing I received were insults, criticism, bad grades, and the problem is not even my fault ...

    thank you very much for your help Klytyna

    I apologize for having wasted your time, but my client is a jerk and does not deserve any solution.

    case closed.

  15. Hello, I need help, one of my clients complains about a mod which does not finish seeing the face ... it turns out that I in my avatar the same avatar with the same mod, my character looks translucently we noticed the outline of the character is a dragon you can notice the green lines (which is my mod) and the outline of my dragon's face ...

    https://puu.sh/zq8DT/1a67a5c332.png

    but the boy using the same avatar and the same things, the only thing that is seen is up to the neck ....

    https://puu.sh/zq91b/fd6423788a.png


    why the hell do you see only the neck and not the face too ???

    Can someone explain to me how this problem can be solved?

    He is missing the whole head !!!!

    if anyone knows about this please communicate! or answer here!

  16. Hola que tal, necesito ayuda, uno de mis clientes se me queja de un mod el cual no termina de ver la cara... resulta que yo en mi avatar el mismo avatar con el mismo mod, mi personaje se ve de esta forma traslucidamente notamos el contorno del personaje es un dragon  se pueden notar las lineas verdes ( que es mi mod ) y el contorno de la cara de mi dragona...

    1a67a5c332.png 

     

    pero el chico usando el mismo avatar y las mismas cosas, lo unico que se ve es hasta el cuello....

    por que diablos se ve solo el cuello y no la cara tambien???

    alguien me puede explicar como se puede solucionar ese problema? xD

    fd6423788a.png

    a el le falta toda la cabeza !!!!

     

    si alguien sabe sobre esto por favor comunicarse! o responder aquí! 

     

     

  17. I'm trying to make a skill, which does rezz and asks the user to attach it to his hand, and in this way to use it ...

    the problem is that I would like to make this skill vanish due to the abusive use that can be given to it, and also the idea is that they use other skills


    that is, the idea is that a player presses a hud and a skill is attached and it vanishes after 10 seconds for example, ...

    In summary :

    I need a script that removes the user's dress item after 10 seconds

    that exist ?? is possibe? 

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