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DarkEmperor13

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About DarkEmperor13

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  1. Hi I need help with a script. I am trying to figure out how to make an ao that lets you have (for example) more than one jump that cycles between or more than one stand. Something similar to daiz papp's oracul ao's.
  2. well I was going to change it. I just wanted to make sure it works. Now is there a way to exclude the owner?
  3. I need some help. I'm trying to make a turret that when senses a player, it points at them. I got the whole rotation thing down. default { state_entry() { llSensorRepeat("", NULL_KEY, AGENT, 15.0, PI, 0.2); llSetLinkColor(LINK_THIS, <0,1,0>, ALL_SIDES); } sensor(integer num_detected) { llSetLinkColor(LINK_THIS, <1,0,0>, ALL_SIDES); } no_sensor() { llResetScript(); } } See, I also have a part of the turret that changes between red and greem. Green = Anonymous/Passive & Red = Detected/Hostile. I got the turn red when detected player worked out, but I cant seem to make it go back to green when a player leaves its detection field.
  4. Hi I'm very curious about something. I have seen in my time animations for women where the hips sway when they walk/run. I went into blender and fiddled with the volume bones of avastar and made an animation where the hips actually move. But when I uploaded the animation, the volume bones I edited don't move. Mind u have gone back and tried just using the regular bones but when I tried position the bones to make it look like a hip sway, I cant get the legs to level with one another. how do I do this? or is this only something that can be done using motion capture?
  5. I did and it still does this
  6. Hi I'm trying to make gloves for the belleza female bodies. I have it rigged and weighted perfectly but when I go to upload it and add it to avatar, the gloves don't rig to the hands like they should. Sorry for the age discretion. I forgot to put clothes on avi.
  7. is it possible to play an animation as well as a particle effect right before u teleport?
  8. WHAT'S UP PPL OF SECOND LIFE!? SO I AM IN THE BUILDING BUSINESS(A FIGURE OF SPEECH AND NOT LITERALLY) AND I AM WILLING TO MAKE STUFF FOR ANYONE WHO IS WILLING TO PAY AND REALLY NEED SOMETHING MADE FOR THEM! I MAKE CLOTHING FOR GIANNI, ADAM&EVE, MAITREYA, BELLEZA AND SLINK. I ALSO CREATE WEAPONS, VEHICLES, TYPERS, MAKEUP/TATTOOS AND MESH HOUSES. ANYONE WHO IS IN NEED OF ANYTHING MADE THAT FALLS UNDER THOSE CATEGORIES, PLZ MESSAGE ME IN-WORLD AND WE CAN DISCUSS BUSINESS!
  9. Hi i'm really in need of a script that handles multi-page dialog menus with sub menus in tow. The kind u see in furniture with animations. I could really use the help
  10. I'm trying to figure out how to make a multi-page menu with sub menus. // Simple Multipage Menu -- Rolig Loon -- August 2013 // The Menu routine in this script will parse your input list (gNames) into menu pages // of 12 buttons each, including a forward button and a back button, as appropriate. // It generates a page's buttons on demand, so that the list of button labels is // never more than 12 items long. // It does NOT trim potential menu items to fit the 25-character limit (or the // 12-character display limit), nor does it sort buttons or do other fancy things // that you are free to add for yourself. list gMain = ["Adult","Cuddles"]; list gPoses1 = ["","B","C","D","E","F","G", "H","I","J","K","L","M","N","O","P","Q", "R","S","T","U","V","W","X","Y"]; list gPoses2 = ["","B","C","D","E","F","G", "H","I","J","K","L","M","N","O","P","Q", "R","S","T","U","V","W","X","Y"]; list MenuButtons; // Your list of potential menu choices integer gMenuPosition; // Index number of the first button on the current page integer gLsn; // Dialog Listen Handle key UserID; integer MenuDialogChannel; integer MenuListenHandle; Menu0() { //Show Menu with selected buttons llDialog(llGetOwner()," \n",MenuButtons,-12345); //Listen to the menu chanel which menu item the user have chosen llListenRemove(MenuListenHandle); //Assign the listen to a handle so we can kill it when the user don't respond to the menu MenuListenHandle = llListen(MenuDialogChannel, "", UserID, ""); //Set a timer for the time the user has to respond to the menu. llSetTimerEvent(30.0); } Menu1() { integer Last; integer All = llGetListLength(gPoses1); if(gMenuPosition >= 9) //This is NOT the first menu page { MenuButtons += " <----"; if((All - gMenuPosition) > 11) // This is not the last page { MenuButtons += " ---->"; } else // This IS the last page { Last = TRUE; } } else if (All > gMenuPosition+9) // This IS the first page { if((All - gMenuPosition) > 11) // There are more pages to follow { MenuButtons += " ---->"; } else // This IS the last page { Last = TRUE; } } else // This is the only menu page { Last = TRUE; } if (All > 0) { integer b; integer len = llGetListLength(MenuButtons); // This bizarre test does the important work ...... for(b = gMenuPosition + len + Last - 1 ; (len < 12)&&(b < All); ++b) { MenuButtons = MenuButtons + [llList2String(gPoses1,b)]; len = llGetListLength(MenuButtons); } } gLsn = llListen(-12345,"","",""); llSetTimerEvent(10.0); llDialog(llGetOwner()," \n",MenuButtons,-12345); } Menu2() { integer Last; integer All = llGetListLength(gPoses2); if(gMenuPosition >= 9) //This is NOT the first menu page { MenuButtons += " <----"; if((All - gMenuPosition) > 11) // This is not the last page { MenuButtons += " ---->"; } else // This IS the last page { Last = TRUE; } } else if (All > gMenuPosition+9) // This IS the first page { if((All - gMenuPosition) > 11) // There are more pages to follow { MenuButtons += " ---->"; } else // This IS the last page { Last = TRUE; } } else // This is the only menu page { Last = TRUE; } if (All > 0) { integer b; integer len = llGetListLength(MenuButtons); // This bizarre test does the important work ...... for(b = gMenuPosition + len + Last - 1 ; (len < 12)&&(b < All); ++b) { MenuButtons = MenuButtons + [llList2String(gPoses2,b)]; len = llGetListLength(MenuButtons); } } gLsn = llListen(-12345,"","",""); llSetTimerEvent(10.0); llDialog(llGetOwner()," \n",MenuButtons,-12345); } default { touch_start(integer num_detected) { llListenRemove(gLsn); gMenuPosition = 0; MenuButtons = gMain; Menu0(); } listen(integer channel, string name, key id, string msg) { llListenRemove(gLsn); llSetTimerEvent(0.0); if(~llListFindList(gMain,[msg])) { if (msg == "Adult") { MenuButtons = gPoses1; Menu1(); } else if (msg == "Cuddles") { MenuButtons = gPoses2; Menu2(); } } else { if (msg == "Back") { MenuButtons = gMain; Menu0(); return; } if(~llSubStringIndex(msg,"---->")) { gMenuPosition += 10; Menu1(); } else if (~llSubStringIndex(msg,"<----")) { gMenuPosition -= 10; Menu1(); } else { //Do whatever the selected button directs..... your choice } } } timer() { llSetTimerEvent(0.0); llListenRemove(gLsn); } } But as u can see, i'm totally stumped. Could someone give me an example using one main and one sub?
  11. ive tried to add that as well and still nothing. one would think LL would come up with a way to block out items that can be used for grieving that use the llPushObject command and allow the items that dont grief ppl
  12. but I have it on my friend's parcel and only I can jump on if I place it down. I gave a copy to my friend so she can place it down and when we tried jumping on it, this time only she could jump and I couldnt
  13. Hi I am trying to make a trampoline and I have this as my coding; default { collision_start(integer total_num) { llPushObject(llDetectedKey(0), <0,0,100>, ZERO_VECTOR, FALSE); } } However, it only works for whoever is owner of the object.
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