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ellestones

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Everything posted by ellestones

  1. Tamara, Tamara this is way outside what LittleMe reported. The report is that if people cam shop from outside the parcel the shop owner will ban them. To get banned for cam shopping means that the shopkeeper has locked their doors (put their parcel banlines up) the RL equivalent of cam shopping is on finding the shop locked shut, reaching in thru an open window, grabbing what you want and leaving the money. That's not acceptable behaviour
  2. should add about this the change event in each of the seat prim scripts will fire when any avatar sits or stands, so be careful with that. You need to check who is an existing sitter and who is the new sitter and/or stander
  3. the simpliest way to do your own multi-sit is to put a script in each seat prim of the linkset. Each seat prim having a SitTarget yes when a avatar sits on the linkset. Change event fires. In the change event then yes, use llAvatarOnSitTarget() as the agent key for request permissions
  4. about why shops and businesses still shut on Sundays in some countries yes in the beginning it was for religious reasons in the main. But also for family reasons which become more of a reason as the industrial revolution progressed. Then in response to workers organising themselves at that time, the 40 hour work week was realised. So the weekend in most western countries became family time at least for most workers, other than emergency and critical services workers in the last 30-40 years in lots of western countries the idea that we work Monday to Friday and have the weekend off to spend with our families has been eroded
  5. to answer your specific question about how to stop the animation when the avatar stands then the linkset changes, so we know that they have got off. The script still has their animation permission, so we can apply the llStopAnimation to them even tho they are no longer sitting .
  6. a script can only contain 1 set of agent (avatar) permissions at a time when an avatar sits the script obtains their permissions when a 2nd avatar sits then the script obtains this 2nd avatar's permissions, which removes the 1st avatar's permissions from the script a multiple avatar seat requires 1 script for each sitter, when we want to do anything further (after the initial sit) to the avatars that require their permission is why Cindy in the other post referred you to the AVSitter script system. Mutlti-sits are a standard feature of AVSitter. And AVSitter is the most widely used sit system in SL this said. You can make your own. But you will need at least a sitter script for each seat
  7. agree is pretty much where the OP got off to a not very good start. As Scylla says in the OP also, this is all clickbaity had it been worded to say that Scylla's observations and conversations with some of her male friends indicate that hetero men when logged in to SL prefer the company of women then the conversation would have been all over on the first page. Bu it wasn't so fwiw in SL I have 10 men and 8 women friends. When my men friends are not romancing their partners then they hang out together. Talking about stuff, politics, women, the weather. Compare their planes, cars, sailboats, building stuff, etc etc. All the same things men do in the real world when they get together
  8. seems I also misremembered how to script in LSL have a careful look at Wulfie's script starting from the top and compare it with mine. Go line by line and see if you can spot my mistake
  9. same for me i had less than a 100 posts about 2 months ago. Somebody else said need 500 posts. So I went oh! ok. 500 something here I come and brrmmm!
  10. this is a really good point i have hardly any no-copy/transfer-only items. You do. That's the difference i also think quite a few others on here don't get what are you saying because like me they have very few no-copy items that they have paid for
  11. for completeness, add other example code snippet for use cases where more than 1 value can be in a level, breaking when there are no values in a level integer binary; do { binary = bcopy & mask; if (binary) { // binary can be: [00001...11111] // add a levels divider values += " |"; integer i; for (i = 0; i < SPAN; i++) { // (1 << i) is a 1 bitmask created by leftshifting as we loop // the bitmask set is: 00001 00010 00100 01000 10000 value = levelcounter * SPAN + bit_bin2num_MOD(binary & (1 << i)); values += " " + (string)value; } levelcounter++; bcopy = bcopy >> SPAN; // delete the values from bcopy } } while (binary);
  12. i misremembered that you are wearing the reciter as a HUD (attached object) change llPlaySound to llTriggerSound and you be good to go
  13. for casual listening then mostly hip hop, nu metal, trance and modern pop. When I want to get mental and jump about then drum & bass and hardstyle i do also other kinds of music but they are specific to an activity. Opera, theatre, classical, choral, old school ballads at party singalongs, country and folk even in specific moments
  14. and the 2nd script which builds off the primer above is an example that explores a solution similar-ish to what Claydoo mentioned to make it easer to follow the code we go with [5-9,10-14,15-19,20-24]. And for this example case we make some conditions: - these 4 ranges are 4 levels in a game - the player must score at least 1 value at each level to complete the game - the player can play a level as many times as they like but only their last score at a level will be recorded and counted - the player can progress to the next level when they have scored, as and when they choose - the game is over when the player scores on every level the purpose of this example code is to find out if the player has completed the game or not. And what have they scored on each level integer bitarray = 0; integer BASE = 5; integer LEVELS = 4; // number of game scoring levels. No score is level 0 integer SPAN = 5; // span of each level. number of score elements in the level integer bit_status(integer value) { // is the value stored or not? Return TRUE when yes. FALSE when no return (bitarray & (1 << (value - BASE))) > 0; } bit_add(integer value) { // add the value to the array. When the value is already in the array do nothing if (!bit_status(value)) bitarray = bitarray | (1 << (value - BASE)); } integer bit_bin2num_MOD(integer binary) { // return the decimal value of the binary parameter // binary inputs: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, ... // when the binary bit is 1 returns value else returns 0 return (integer)(llLog(binary) / llLog(2)) + BASE; } default { state_entry() { // pick some random numbers to populate the array // placing 1 value in each level. To simulate that the player has completed the game // from the set: 0|1|2|3 * 5 + 0|1|2|3|4 + 5 integer value; integer i; for (i = 0; i < LEVELS; i++) { value = i * SPAN + (integer)llFrand((float)SPAN) + BASE; bit_add(value); } // now we loop thru the array to get the values // we could loop thru every array element (20 steps) and check bit_status to get the value // but because of the way the game levels are structured then we can do it in 5 or less steps // 5 steps when the player has completed the game. 1 to 4 steps when they havent integer bcopy = bitarray; // make a copy of the array // lets for this purpose assume that we want to safeguard against any bits above 20 that may have // somehow got set spuriously by some bug elsewhere in our game code // we could just stick the needed absolute value into the mask but lets make it dynamically // our game uses 20 bits so we make a mask 20 bits wide. 4 levels * span of 5 = 20 // because LSL integers are signed the 31th bit is the sign bit so we clear that bit if is spuriously set bcopy = llAbs(bcopy); integer mask = 0x7FFFFFFF >> (31 - (LEVELS * SPAN)); // 20 bit mask == 0xFFFFF // then we AND our bcopy with the mask to clear out any spurious bits that might be in the unused part bcopy = bcopy & mask; // now we need a mask for the span. Same principle. Span is 5 bits wide mask = 0x7FFFFFFF >> (31 - SPAN); // 5 bit mask == 0x1F // then we want a counter numerating the level the player is on integer levelcounter; // and a string to store the values in string values = ". Values:"; // lets loop by level, breaking when a level has no value // in this simulation all levels have a value // test for breaking by adding values to only some of the lower levels integer binary; do { binary = bcopy & mask; if (binary) { value = levelcounter * SPAN + bit_bin2num_MOD(binary); values += " " + (string)value; levelcounter++; bcopy = bcopy >> SPAN; // delete the value from bcopy } } while (binary); llOwnerSay((string)"Level reached: " + (string)levelcounter + values); } }
  15. ok i had to actually write some scripts inworld to make sure I got the syntax right, instead of doing off the top off my head like I usually do. But anyways i made 2 example scripts. I post the 1st here which is a kinda primer on bit arrays. I will post the 2nd separately as it builds on the primer and explores an aspect of Clydoo's original post when have scripts to look at then can discuss things more easy. How does that work, how else could it be done, etc integer bitarray = 0; // our array of bits where we store upto 31 values // 31 and not 32 as LSL uses signed integers and things can get murky when we use the sign bit for storage integer BASE = 5; // BASE is typically 1. But we set to 5 as OP mentioned a base (lowest) number being 5 // which can help us visualise a bit array as an array of whole numbers rather than as binary bits // example of converting whole numbers to bit positions: // BASE = 5. value = 5; value - BASE = bit0. value = 6; value - BASE = bit1 // BASE = 20. value = 21; value - BASE = bit1. value = 42. value - BASE = bit22 // the functions are predicated on this method integer MAX = 25; // highest value in the array. [BASE..MAX] == [5..25]; integer bit_status(integer value) { // is the value stored or not? Return TRUE when yes. FALSE when no return (bitarray & (1 << (value - BASE))) > 0; } bit_add(integer value) { // add the value to the array. When the value is already in the array do nothing if (!bit_status(value)) bitarray = bitarray | (1 << (value - BASE)); } bit_remove(integer value) { // remove the value from the array. When the value is not in the array do nothing if (bit_status(value)) bitarray = bitarray & ~(1 << (value - BASE)); } bit_toggle(integer value) { // toggle the bit from value to 0. 0 to value. Like a lightswitch bitarray = bitarray ^ (1 << (value - BASE)); } integer bit_bin2num(integer binary) { // return the decimal value of the binary value in the bitarray // binary inputs: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, ... // when the bitarray bit is 1 returns value else returns 0 return (integer)(llLog(bitarray & binary) / llLog(2)) + BASE; } default { state_entry() { // we add and remove values to the array like so integer value = 6; bit_add(value); value = 8; bit_add(value); value = 6; bit_remove(value); value = 17; bit_add(value); value = 23; bit_add(value); // toggle the value value = 10; bit_add(value); // 10 is on bit_toggle(value); // 10 is off bit_toggle(value); // 10 is on // check for the value value = 17; integer found = bit_status(value); // using bin2num integer binary = 32; // 32 is the binary value of bit5 in array when bit5 is set to 1 // when the bit is set then value == 10 else is == 0; value = bit_bin2num(binary); llOwnerSay("bin2num " + (string)binary + " " + (string)value); // looping thru to get the values in the array string values = "Values: "; for (value = BASE; value <= MAX; value++) { if (bit_status(value)) values += " " + (string)value; } llOwnerSay(values); } }
  16. when the values are only ever in the range [5..25] then can store them in a integer bit array when so then the loop to find the wanted set is reduced from 21 steps using a list to 4 steps, with 1 check only on each of the 4 steps if you want to explore how a bit array can work in this use case then just say ok. If so then we can get into a chat about bit arrays and how they can be used
  17. if you are new to LSL scripting and it took you about 30 minutes to work out what you did script, then you are way near the top of the class. 30 minutes to figure out by yourself what you have is pretty good! so don't give up ok normally when a person requests paid help then is suggested that they put the request in the Wanted forum on here. However, sometimes the request is interesting as a scripting topic. So: when the sound files are in Contents and are named for the word, and when a grammar-free reciter is acceptable (grammar-free meaning is up to the user to know the vocabulary) then building off what I mention yesterday. A Contents-based reciter. This script is logically the same as Wulfie's above. We are only changing the source of the lookup method. It goes something like: default { state_entry() { llListen(0, llGetOwner(), "", ""); // listen for everything typed by the owner on the open chat channel } listen(integer channel, string name, key id, string msg) { msg = llToLower(msg); // assume all sound/audio filenames are lower case list words = llParseString2List(msg, [" ",".","!","?"], []); integer numberofwords = llGetListLength(words); integer wordsindex; for (wordsindex = 0; wordsindex < numberofwords; wordsindex++) { string thisword = llList2String(words, wordsindex); if (llGetInventoryType(thisword) == INVENTORY_SOUND) { // this word is in Contents llPlaySound(thisword, 1.0); llSleep(1.0); // sleep the script for ? seconds to create a space between the recited words } } } } an advantage of a Contents-based grammar-free reciter approach is that adding more words to the vocabulary is simply done by dropping a new word sound file into Contents as an exercise for you to grow your blossoming scripting skills then consider: another thing we can do is check if the first word is a trigger and only recite phrases when triggered, so not to attempt to recite everything that might be typed. For example the trigger might be "\" "\ you are awesome" is recited "you are awesome" is not modding the above to add the check condition, is something like: if (llList2String(words, 0) == "\") { } the exercise for you is to figure out where this check condition goes in the script
  18. 84% of Google users liked this video game blinking heathens!
  19. i haven't played with http for ages but as I remember the status parameter is consistent with HTTP/1.1 RFC 2616 https://www.w3.org/Protocols/rfc2616/rfc2616-sec6.html how reliably LSL follows this I dunno as when I did play with it then I went with if(status != 200) :)
  20. have a go at scripting something up. If you get stuck then come back on here and we be happy to help out as best we can
  21. the references are http://wiki.secondlife.com/wiki/LlListen http://wiki.secondlife.com/wiki/LlParseString2List http://wiki.secondlife.com/wiki/LlGetInventoryType http://wiki.secondlife.com/wiki/LlPlaySound
  22. yes it certainly makes it easier when you have a good knowledge of what sound words are available to you. You can more easily shape your texted phrases accordingly in this case the simple way to code this is to listen on the chat channel in the listen event dump the typed text to a list. Then loop thru the list and do an inventory lookup for a sound filename of the same spelling and then play it
  23. from a purely scripting pov then is certainly possible to create a text-to-sound app from a user pov then the result will be variable when not all typed words have a matching sound file a way to do this is to create a dictionary of the words that do have a matching sound file, arranged in lists so that the words are grouped gramaticallyy: example list word1st = ["you", "are"]; list word2nd = ["are", "you"]; list word3rd = ["awesome","listening"]; list sound1st= [youfile, arefile]; list sound2nd = [arefile, youfile]; list sound3rd = [awesomefile, listeningfile]; the action phrases with this are: "you are awesome" "you are listening" "are you listening" "are you awesome" other phrases: "you you ..." "are are ..." in this dictionary approach then simple and knowable phrases in some grammatical order can be vocalised
  24. parsing typed text is where we can begin thinking about this . A typed text example: "Hi! I found this awesome thing. Are you busy? Do you want to see it?" and other similar texts which can contain our action words which we want to ignore, when the texted conversation has no relationship to our app a more simple direct method is to listen on the channel for the whole action phrase. "You Are Awesome" and play a single soundfile that says "You Are Awesome" a sound file can be 10 seconds long. So even with a pause between each word then should be able to produce a vocalised phrasing that would fit and also sound good
  25. depends on your workflow I suppose another workflow when we are often changing the box texture for visual appearance evaluation, is to drop the evaluation textures onto the face of the prim directly, rather than into Contents. And when the texture appearance is as wanted then drop everything into Contents and reset the script
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