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Naskiff

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  1. It absolutely is. Perspective is important here. Most of the people who wrote here seem to ignore the context. When you have never scripted or programmed and you want to make a small script, you just want to make something that works, at all, even if just partially. Your goal is not to become a professional programmer or scripter, you just want to make a small thing and call it your own. It doesn't matter if it's incomplete, bugged, bloated or laggy. You just want it to work at all. If you can make your cube say something else than "Touched." when you click on it, that's fun.
  2. My experience has been that trying to understand how scripting works by reading scripts made by others is extremely frustrating and a waste of time if you have no basics. When all you want to do is make something undetachable or have it give a landmark to those who click on it, it feels like learning the basics is not worth the commitment, but it really is. Learning to code properly doesn't take long. Spend about 8-10 hours learning from a programming tutorial and you will have a solid, functional grasp on what is important. You don't need to finish the whole tutorial, it's just more
  3. In retrospect it makes sense and it should be easy to remember because we read from left to right.
  4. Are you sure? ^^ Haha, to be honest, I made a short test before writing this just to be sure I wasn't giving a wrong information... integer goal = 3; integer count = 0; default { state_entry() { do { llOwnerSay((string)count); } while (++count < goal); } } The result is [17:16] Object: 0 [17:16] Object: 1 [17:16] Object: 2 and if I write count++ instead, the result is... [17:17] Object: 0 [17:17] Object: 1 [17:17] Object: 2 [17:17] Object: 3 I learned something from testing this a second time, I used to
  5. It's part of "do { } while ( )". It works like this: do { that } while (this is true). What the script does: Keep rezzing copies of this object while it remains true that iCounter is smaller than iMax. It's called Do while, on this page. http://wiki.secondlife.com/wiki/Category:LSL_Flow_Control ++iCounter means every time the script reaches this point, it takes iCounter's value (at first, zero) and adds +1 to it for the next time. So it runs until the script reaches iCounter while its value is 10, in which case it's no longer smaller than iMax.
  6. Wow... you're good! It was exactly that. It's indeed next to the sim border, and using a timer for llSensor fixed it. I tested in a populated sim, and then back to the home, and it works as I needed it to. Thank you!
  7. integer sensorDetected = 0; default { state_entry() { llSensorRepeat("","",AGENT,35,PI,3.0); } sensor(integer detected) { if (sensorDetected == 0) { sensorDetected = 1; llOwnerSay("Someone is nearby."); } } no_sensor() { if (sensorDetected == 1) { sensorDetected = 0; llOwnerSay("Nobody is nearby."); } } } This script, when worn, should tell me only once whether there is someone nearby or not, until there is a change in whether there is someone or not.
  8. I am trying to detect non-physical objects, not myself. ^^ I want the script to bump me up a little when I "collide" with a certain non-physical object. Without the script, I just walk through that object. But yes it's only intended to be used by myself.
  9. Indeed, I will do something to deal with multiple detections. I tend to start with something stripped out like this and build on top of it. Thank you.
  10. It did not change the result, but I have found a solution. I really don't understand why it changes anything, but I needed to add while(num_detect--) inside sensor(). Thank you for you time!
  11. I am trying to scan a nearby scripted object to get its object name. I figure getting its key would be a good start... Could someone please explain why this sensor keeps returning a NULL key when it detects an object? "I detect 00000000-0000-0000-0000-000000000000" What I'm actually trying to accomplish is, I want to wear this sensor. When I walk into a small, non-physical item that has a particular name, it will change my hover height to a predetermined value to make it seem like I'm standing on it normally. key id; default { state_entry() { llSensorRepeat
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