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LoganNJ1013

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About LoganNJ1013

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  1. Awesome!! Thank you so much for all your time and help!! I'll get the hang of all this one of these days!
  2. @Wulfie Reanimator, that looks great! And simple! Thank you! It's sort of what I was looking at myself, SEEMED to make sense, but I didn't understand HOW they work. This breakdown makes it a little more understandable and logical. Now my question is...where does that string of functions belong? All together, just like that, in the same place as the PRIM_POINT_LIGHT line in the referenced script? Or do elements of that list belong in other places (like I've seen in other scripts and samples...ie., "list" functions at the top of a script, even before the "state entry")? EDIT: Please disregard the above! I tried it in the same position and it worked!! I have to click twice to turn it off, then back on, to "reset" the point light to the next chosen color, but it works, so I'm perfectly fine with that!! Thank you so much!!
  3. Having no luck...trying again. I'll try to simplify what I'm looking for. Below is the script I'm currently using. What I'd like to know is how (or even if it's possible) to make the PRIM_POINT_LIGHT pull it's color from the prim color on touch (no matter what the color might be at a given time) instead of manually entering the <r,g,b> values for each colored prim. Thank you! EDIT: Also, I've read through and tried many of the functions that MAY apply, but I just don't understand enough to know precisely what they do or where they might belong within the script format to even function properly without syntax errors.
  4. @Rolig Loon and @Wulfie Reanimator Thank you both for your replies. That's great news, Rolig! I guess the question is how? Where would those commands fit into a script? Wulfie, right now it IS a link set...but the color script I'm using works for both the set AND individually...which is something I like and want to keep. I'm using a second script (which only works on the individual parts, which I'm ok with...doesn't need to control them all from the root) that when touched, a prim goes full bright (using whatever color has been set from the first script) and it turns on the point light (controlled by hard set parameters in the script...currently white). What I'd like is for the point light color to not be set by the script, but rather take its color from the color of the prim. The intensity I don't mind controlling manually, but not the color. I'll post both scripts here for you guys to check out. Maybe there's a way to combine them? I don't know. But ultimately, I would the prim and point light to be the same color whenever the prim color is changed by touch. Here is the "color script": list grayscale =["black",<0,0,0>,"white",<1,1,1>,"gray",<0.5,0.5,0.5>,"silver",<0.75,0.75,0.75>,"darkgray",<0.4,0.4,0.4>, "lightgrey",<0.83,0.83,0.83>]; list reds = ["red",<1,0,0>,"darkred",<0.55,0,0>,"crimson",<0.86,0.08,0.24>,"indianred",<0.8,0.36,0.36>, "orangered",<1,0.27,0>]; list pinks = ["hotpink",<1,0.41,0.71>,"pink", <1,0.75,0.8>,"lightpink",<1,0.71,0.76>,"deeppink",<1,0.08,0.58>, "fuchsia",<1,0,1>,"orchid",<0.85,0.44,0.84>,"plum",<0.87,0.63,0.87>]; list violets = ["violet",<0.8,0.51,0.8>,"indigo",<0.29,0,0.51>,"lavender",<0.7,0.7,1>,"magenta",<1,0,1>, "purple",<0.5,0,0.5>,"darkmagenta",<0.55,0,0.55>,"darkviolet",<0.58,0,0.83>,"blueviolet",<0.54,0.17,0.89>]; list dk_blues = ["darkblue",<0,0,0.55>,"blue",<0,0,1>,"deepskyblue",<0,0.75,1>,"mediumblue",<0,0,0.8>, "midnightblue",<0.1,0.1,0.44>,"royalblue",<0.25,0.41,0.88>,"slateblue",<0.42,0.35,0.8>,"steelblue",<0.27,0.51,0.71>]; list lt_blues = ["teal",<0,0.5,0.5>,"turquoise",<0.25,0.88,0.82>,"darkcyan",<0,0.55,0.55>, "lightblue", <0.68,0.85,0.9>, "aquamarine",<0.5,1,0.83>,"azure",<0.8,1,1>,"cyan",<0,1,0.9>,"skyblue",<0.53,0.81,0.92>]; list yellows = ["yellow",<1,1,0>,"gold",<1,0.84,0>,"lightyellow",<1,1,0.88>,"goldenrod",<0.85,0.65,0.13>, "yellowgreen",<0.6,0.8,0.2>]; list dk_greens = ["darkgreen",<0,0.39,0>,"green",<0,0.5,0>,"forestgreen",<0.13,0.55,0.13>,"lawngreen",<0.49,0.99,0>, "springgreen",<0,1,0.5>]; list lt_greens = ["lightgreen",<0.56,0.93,0.56>,"chartreuse",<0.5,1,0>,"greenyellow",<0.68,1,0.18>,"honeydew",<0.94,1,0.94>, "limegreen",<0.2,0.8,0.2>,"mintcream",<0.96,1,0.98>,"seagreen",<0.18,0.55,0.34>]; list oranges = ["orange",<1,0.65,0>,"darkorange",<1,0.55,0>,"coral",<1,0.5,0.31>,"navajowhite",<1,0.87,0.68>, "salmon",<0.98,0.5,0.45>,"seashell",<1,0.96,0.93>,"brown",<.24,.17,.15>]; //Typically you wouldn't change anything below here, but if you're feelin it, who's gonna stop you?! //--------------------------------------------------------- integer channel; integer listen_handle; key owner; list sub_menu; list main_menu = ["grayscale", "reds", "pinks", "violets", "dk_blues", "lt_blues", "yellows", "dk_greens", "lt_greens", "oranges"]; init() { llListenRemove(listen_handle); owner = llGetOwner(); channel = llFloor(llFrand(2000000)); //random channel so multiple scripts don't interfere with each other listen_handle = llListen(channel, "", owner, ""); } default { on_rez(integer s) { init(); } state_entry() { init(); } listen(integer channel, string name, key id, string message) { if (llListFindList(main_menu, [message]) != -1) { if (message == "grayscale") sub_menu = grayscale; else if (message == "reds") sub_menu = reds; else if (message == "pinks") sub_menu = pinks; else if (message == "violets") sub_menu = violets; else if (message == "dk_blues") sub_menu = dk_blues; else if (message == "lt_blues") sub_menu = lt_blues; else if (message == "yellows") sub_menu = yellows; else if (message == "dk_greens") sub_menu = dk_greens; else if (message == "lt_greens") sub_menu = lt_greens; else if (message == "oranges") sub_menu = oranges; llDialog(owner, "\n\nSelect a color", llList2ListStrided(sub_menu, 0, -1, 2), channel); return; } integer index = llListFindList(sub_menu, [message]); if (index != -1) { vector color_vector = llList2Vector(sub_menu, index+1); if (llGetLinkNumber() == 1) llSetLinkColor(LINK_SET, color_vector, ALL_SIDES); //If it's root prim, do whole set else llSetColor(color_vector, ALL_SIDES); //otherwise, just do that prim } } touch_start(integer s) { if (llDetectedKey(0) == owner) { llDialog(owner, "\n\nSelect a color group", main_menu, channel); } } } And this is the "full bright/point light script": default { state_entry() { llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,FALSE]); llSetPrimitiveParams([PRIM_POINT_LIGHT,FALSE,<1, 1, 1>, 1.0, 10.0, 0.75]); } touch_start(integer total_number) { llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,TRUE]); llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE,<1, 1, 1>, 1.0, 10.0, 0.75]); state off; } } state off { on_rez(integer start_param) { llResetScript(); } touch_start(integer total_number) { state default; } } Thank you all again. I really appreciate all the help!
  5. Thanks again. It looks to me like those like may help in linking all the prims to act the same way...which may be of use at some point. And again, I'm no expert, so reading them is another language to me. I need to know what they mean. Right now, I just want to get one prim to work at a time...is there a way get a point light to read the color of the prim and use it every time as the color of the prim changes....without having to manually change point light parameters in the script or in the prim?
  6. Hi Steph. Thanks for the reply. It's true there may be a way to do what I want with just one script, or combining the two I've used, but I just don't know enough yet....and it's working perfectly at the moment so I don't want to stray too far...unless anyone might be able to suggest something better with the same results. However, I do know exactly what I want to do next...and how to do it. What I'm looking for, I guess, is an easier way to do it. I'm just hoping there's a script out there...or someone who would know how to write one (if SL is even capable of it)...that will automatically sync the color of the projector light with whatever color the prim may be at the time just by touch. I'm attaching some example pics... - The first (blue) and second (multi-colored) are the "color script"...one click on the the root prim (the ball) will make them all one color, or clicking each individually will change just the color of that prim. - The third is the "light script"...one click on the individual prim will turn on BOTH full bright and AND the prim's "projector" light, while still offering the color options from the first script. (This script only works individually...placing it in the root prim will not turn the rest on or off) What I'm looking for now is something that, while still doing all of the above, will actually make the light automatically shine the same color that the prim happens to be just by clicking, without having to go into each one and manually change it every time I change the color of the prim with the "color script". Using the third pic as an example, one click "turns it on", making it full bright and shining the projector light....but the light is white. I'd like it to be green to coincide with the current prim color. I know that's all probably just as "wordy", but I'm just trying to give as much info as I can. Thanks.
  7. Hello. First let me say I'm still pretty new to building, scripting, etc., so I may be a little naive, but... Okay, let me try to explain what I've got so far....First, I have a link set of lights (prims)...each prim has a script that changes to one of a set group of colors. I've added an invisible prim as the root which acts as switch for all of the lights with the same script inside. So each prim color can be changed individually AND they'll all change to the SAME color if the root prim is touched instead. I've also found and added a script that turns the prim "projector" light on and off along with "full bright"....also by touch. This only works in the individual lights, not as a set via the root prim, which I'm fine with. All of this works and works together beautifully. The only thing I'm looking for now is a way to synchronize the color of the projected light with the chosen color of the prim. So if I choose to make all the lights blue, then click them all to "turn them on", I'd like the projector light to turn on blue automatically as well. Not sure if that's even possible...or if it is, whether or not that would conflict with any of the other currently working scripts. But any help or advice....or scripts, lol...would be greatly appreciated. Thank you!
  8. Hello. I'm VERY new to scripting in SL and I'm trying to create a very simple "secret" dungeon-type stone door, but can't seem to find quite what I'm looking for. Hope someone can help. I'm trying to create a simple, 1 prim rotating door. It's already set to accept a single sitter in a "pushing" position (with AVSitter) and makes the correct sound (4 seconds long) upon the avatar sitting. The only thing I want it to do now...upon sitting as well....is rotate slowly (for 4 seconds in time with the sound), 180 degrees around the Z axis and stop. Sounds pretty simple, but again, I'm totally new so I don't quite know what I'm looking for. I'd appreciate any help. Thank you!
  9. @Callum Meriman *laughs* I'm actually ok with that. More looking to cruise than race, anyway...just enough to relocate to different parts of a sim or sims, moor and hang out or party. So, if you happen to recall any of the names or builders, I'm open to checking them out. And I actually AM able to walk around all of the boats I've picked up so far....I just can't sit on the on-board items independently, without having to sit to "drive" first, then being shot around the vessel based on ship's the limited menu. Which is why I suggested that perhaps there's an unfurnished version somewhere that I could add my own furniture or items to. But I do understand and do appreciate the input. Thank you! And though those larger vessels probably aren't for me or the places I enjoy boating, I will definitely check them out for the fun of it. Thanks, again.
  10. Ok, great! Thank you! I'll try that too!
  11. Thank you. I'll give that a shot.
  12. Hi all. Not sure if this is the right board for this question, and if not, I apologize and would appreciate suggestions for a better place. But anyway...I'm in the market for a smaller sized yacht (I've actually purchased several already), but all seem to be restricted to constantly having to sit and by it's own limited animations. Yes, I'd like it drive-able, but would also like the option of accessing furniture and such separately from being seated on the boat. (I understand return times and all if not seated, but there are a few places with longer return times) Alternatively, are there any unfurnished and/or full mod yachts available that I could add and link my own furniture to to be able to accomplish what I'd like? Any thoughts, ideas or suggestions are always greatly appreciated! Thank you!
  13. Thanks again, everyone....My concern wasn't so much about transporting the vehicles, though. They were really just the catalyst for the idea of whether or not it was possible to "script" an object (in this case, the tunnel) to provide one, or a list of "favorite" LM(s) which can then teleport you to them anywhere in SL. Thanks.
  14. Thank you both for your replies! I'm not sure I'm experienced enough to fully understand these suggestions...and if actual script creation is required on my part, I'm totally in the dark...lol. But they both appear to be excellent places to start my search and to learn. Thank you again!
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