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About bmesh

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  1. That's exactly what I'm doing. I don't know what the PIN is. So I'm manually dropping in a "SetPin" script so I can run these scripts. There's obviously no way around that until the developer of the mesh(es) makes it easier for me. I don't want users of the HUD+prim scripts I'm working on to have to do this and that is the core of my question. I can populate the (more than one) objects root with my script (listener) - I was just asking if there was a known trick to get these scripts to run without any manual effort required. It looks like it can't be done, but probably worth asking so I'm 100% certain there is no workaround. Thanks for your help.
  2. No its my script and I'm sending the script to prim objects from another creator. OH I'm sorry! I'm the 3RD PARTY :). Sorry for the confusion. It's my script that needs to occupy the contents of a number of prims/objects that weren't created by me. If the solution is for me to manually copy across a script (i.e. "SetPin") to each object then so be it. It is actually what I'm doing right now and it's working fine. But the problem is expecting other users of this mesh that use my HUD/Scripts to go through the process of manually coping accross a "SetPin" script aswell. If there are any suggestions of how I can avoid passing on that burden that would be great. Thanks.
  3. Yeah as I thought thanks. I've set up a remote PIN manually until the mesh creator gets back to me about better methods. I'm not sure what you mean by "just put it in a rezzed object". The object(s) are attached prims/meshes and my script(s) will not start with llGiveInventory() by itself. Are you saying if they attach and reattach it will start? Thanks.
  4. Pretty much llRegionSay() or llRegionSayTo() setting up a listener handler on the prim(s) parse the "message". There are lots of ways once you get there. A good idea is to think about isolating the message to into blocks of logic you plan on working with. http://wiki.secondlife.com/wiki/LlListen Setting up a listener, channel (use negative values RE: viewers cannot comm over negative channels) you wish to communicate on and parsing the message into the appropiate blocks of commands is where you are at I suppose.
  5. Hello, I'm trying to load a 3rd party script onto some prims (hud comms). We know theres an access PIN somewhere in the prims scripts. However having a hard time getting a response from the original developer/creator and would really prefer to not to dump a script like this (just developer plugin would be nice!) on every prim and of course their scripts already there are nomodify (maybe a notecard telling me the PIN???) So if anyone knows of any tricks to get a script to run after llGiveInventory() without using llRemoteLoadScriptPin(). I've never done this before and a little bit frustrated I with the mess involved with overwrite/delete the previous script everytime I do an update or bug fix! Any tips would be great thanks! Thanks.
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