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Badena

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About Badena

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  1. Hi Adding something minor... gRepeat = <1.0, 1.0, 1.0>; // <x, y, z> : x is the horizontal repeat, y 1.0 is the vertical repeat, z remains unused. So I usually type <1.0, 1.0, 0.0> to remind me that this is for repeats and not for the color of white. gOffsets = <1.0, 1.0, 1.0>; // I would rather type <0.0, 0.0, 0.0>. <1.0, 1.0, 1.0> (or <1.0, 1.0, 0.0>, respectively, since z remains unused), shifts the whole texture completely all the way horizontally und vertically, the result is then the same as <0.0, 0.0, 0.0> which does not
  2. Thank you Wulfie I rezz an object <golf ball launcher> at my position, it is non-physical, phantom tho. Sensor is llSensor("", "", PASSIVE|SCRIPTED, 5.0, PI). The workaround I just found is using llGetParcelPrimCount with PARCEL_COUNT_GROUP.
  3. I just found out that llSensor in a hud I am wearing does not detect objects I rezz, objects belonging to me, created by someone else. Sigh. Surprise, surprise. They are rezzed, not attached. The pages about llSensor dont tell. I probably belong to the species who should not do scripting but I would be very grateful if someone can tell me if that behavior of llSensor is known or if I am too [...fill in the blanks...] . Workarounds are welcome. llGetObjectDetails does not apply since it requires an UUID to sail in the sea of details, and every object is born with a fresh brand new ID which cann
  4. Great, thank you I understand the matter now much better I found a way to get into the loop of a timer btw. When the timer in its loop is "forced" to grab a string from prim description, the script can deposit a string in the prim description and thus the timer changes its behavior according to the new info . Sounds useless, why not stop and restart the timer. But it is useful when you have a timer running waiting until a rolling golf ball comes to a halt where at the same time the player is moving. Actually a sensor runs first to detect the no-mod ball and hands over the ball UUI
  5. The widely used solution for a unique channel of an object is key objectKey = llGetKey(); integer channel = -1 * ("0x"+llGetSubString((string)objectKey(),-8,-1)) using the last 8 digits of its unique key. S a m e code for individual negative channels. Just keep in mind that every time an object is rezzed it creates a new individual key. . So the mother sends on her -99 channel, and the children reply on individual channels, loaded with exactly the same script, sending first their own channel on the common -99 channel.. The mother might want to store names and channels.
  6. Rez a prim, put this script in, and touch it integer counter; default { touch_start(integer total_number) { counter = 10; // chosen amount of living time in seconds llSetTimerEvent(1.0); // setting timer to the interval of a second } timer() { --counter; // counter preceded by 2x minus dashes llSetLinkPrimitiveParamsFast(0, [PRIM_TEXT, (string)counter + " sec", <1.0,1.0,1.0>, 1.0]); { llOwnerSay("KABOOOOUMMMMMmmmm....."); llDie(); } } }
  7. Ahhh ... yes, you are right The problem is caused by a workaround to overcome the 64m limit of llMoveToTarget(). I had the idea to use a while loop with the norm vector, thus dividing whatever distance in fitting bits of sections. My avi walks then smoothly even across large distances within a region. Orientation on a golf course is a problem, to find your way to a certain tee box. So I can walk to any tee box in a region, with arriving in its vicinity. A manual stop is helpful when something blocks the path. Here comes the script (The menu is based on prim buttons). integer distance;
  8. I encountered the problem that once my avatar was launched to go to a location by llMoveToTarget() from a hud script she could be stopped by llStopMoveToTarget(). The script did not respond to any inputs as long as target has not been reached. The workaround I finally found in order to manage manually an early stop is (1) to launch llMoveToTarget() in a separate script, and (2) to stop the motion at any time with llResetOtherScript(<script name where the llMoveToTarget is in>). Hope this is of some help
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