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DarkEmperor13

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  1. i figured it out. i had attachment that made me unable to jump at all
  2. Hey guys i cant jump like at all. I try pressing pg up, nothing. activated wasd movement and pressed E and nothing. Went to walk, run, etc button on toolbar and pressed the jump button on that and nothin. Downloaded another viewer and still my jump doesnt work. I dont have move lock on or anything and it was working just fine earlier today without issues and idk what to do.
  3. so i figured out a different method. i had to put separate scripts in the respective linked prims and leave out llDetectedLinkNumber and just use llDetectedTouchFace and it worked. apparently the script doesnt work in root prim like there is something it doesnt like about the root prim
  4. sorry for double post. But its like the script doesnt work on mesh. like i highlighted everything under touch_start and cut it out to leave the state_entry and llSetLinkAlpha and nothing happened but when i took two prims and linked them together and put llSetLinkAlpha under state entry, it worked. So its got to be something about the mesh that the script doesnt like or something.
  5. well the reason is cause im making a display that uses arrows to change through pages so the display is made up of four prims. the root consists of the display itself as well as the arrows need for navigation all as one prim but the arrows are two separate faces. I tried that as well but it still did nothing
  6. ok those worked. So why doesnt this work? default { state_entry() { llSetLinkAlpha(1, 0, ALL_SIDES); } touch_start(integer total_number) { integer link = llDetectedLinkNumber(0); integer face = llDetectedTouchFace(0); if (link == 1) { if (face == 4) { llMessageLinked(LINK_SET, 0, "", ""); state Page2; } } if (link == 3) { if (face == 1) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 2) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 3) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 4) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 5) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 6) { llSetLinkTexture(LINK_ROOT, "", 5); } } if (link == 2) { if (face == 1) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 2) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 3) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 4) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 5) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 6) { llSetLinkTexture(LINK_ROOT, "", 5); } } if (link == 4) { if (face == 1) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 2) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 3) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 4) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 5) { llSetLinkTexture(LINK_ROOT, "", 5); } if (face == 6) { llSetLinkTexture(LINK_ROOT, "", 5); } } } } state Page2 { state_entry() { llSetLinkAlpha(1, 1, 3); } } Also note i do have textures written in-between the empty quotes you see but they are uuid. just didnt want to share them where everyone can see.
  7. Um is it just me or do none of the Link scripts work? Like for example, llSetLinkTexture/ALpha/Color/etc. do not work at all nor does llSetLinkPrimitiveParams or llDetectedLinkNumber. I hope its not just me with this issue.
  8. Ok so for some reason i feel like ive asked this once before but cant remember or that i've seen this question asked and answered, but im gonna ask anyway. So this i've always had issues with when dealing with listen events. Lets say for instance that i have a hud and a weapon that transforms from a gun to a sword. The Hudt will have a script that is like this for example: integer face; integer link; faceLink() { face = llDetectedTouchFace(0); link = llDetectedLinkNumber(0); } default { touch_start(integer total_number) { faceLink(); if (link == 1)//lets say link 1 is the button that controls drawing the weapon and sheathing it. { llRegionSayTo(llGetOwner(0), -99162, "DrawWeapon"); llSetLinkPrimitiveParams(1, [PRIM_TEXTURE, 1, "<The texture that it changes to in order to indicate it changed>", <1, 1, 0>, <0,0,0>, 0]); state Gun; } } } state Gun { touch_start(integer total_number) { faceLink(); if (link == 1)//Once again the draw/sheath button { llRegionSayTo(llGetOwner(), -99162, "SheathWeapon"); llSetLinkPrimitiveParams(1, [PRIM_TEXTURE, 1, "<The texture that it had before click it the first time>", <1, 1, 0>, <0,0,0>, 0]); state default; } if (link == 2)//This will be the button for changing modes { llRegionSayTo(llGetOwner(), -99162, "SwordMode"); state Sword; } } } state Sword { state_entry() { llListen(-99162, "", NULL_KEY, "InGunMode"); } touch_start(integer total_number) { faceLink(); if (link == 1)//And again the draw/sheath button { llRegionSayTo(llGetOwner(), -99162, "SheathWeapon"); } if (link == 2)//Once again the button for changing modes { llRegionSayTo(llGetOwner(), -99162, "SwordMode"); state Gun; } } listen(integer ch, string nm, key id, string msg) { llSetLinkPrimitiveParams(1, [PRIM_TEXTURE, 1, "<The texture that it had before click it the first time>", <1, 1, 0>, <0,0,0>, 0]); state default; } } now the weapon has this code: swordMode() { llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_COLOR, ALL_SIDES, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, ALL_SIDES, 0]); llSetLinkPrimitiveParamsFast(5, [PRIM_COLOR, ALL_SIDES, <1,1,1>, 1]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 4, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 4, .4]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 3, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 3, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 4, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 4, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 2, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 0, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 3, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 3, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 1, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 1, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 2, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 2, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 0, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 0, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 1, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 1, 0]); llSleep(.001); } gunMode() { llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 1, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 1, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 0, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 0, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 2, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 2, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 1, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 1, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 3, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 3, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 2, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 2, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 4, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 4, .4]); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 3, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 3, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(4, [PRIM_COLOR, 4, <1,1,1>, 0, PRIM_POINT_LIGHT, FALSE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 4, 0]); llSleep(.001); llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_COLOR, ALL_SIDES, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 3, .2]); llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_COLOR, ALL_SIDES, <1,1,1>, 0]); llSleep(.001); } default { state_entry() { llListen(-99162, "", NULL_KEY, "SwordMode"); llSetLinkTextureAnim(LINK_THIS, ANIM_ON | SMOOTH | LOOP, 3, 1, 1, 0, 1, 0.5); scriptReset(); } listen(integer ch, string nm, key id, string msg) { if(msg == msg5) { llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_COLOR, ALL_SIDES, <1,1,1>, 1, PRIM_POINT_LIGHT, TRUE, <0.500, 1.000, 1000>, 1, 10, 0.75, PRIM_GLOW, 3, .2]); state Gun_Mode; } } } state Gun_Mode { state_entry() { llListen(-99162, "", NULL_KEY, "SwordMode"); } changed(integer change) { if(change & CHANGED_OWNER) { llResetScript(); } } attach(key id) { if(id ) { return; } else { llResetScript(); } } listen(integer ch, string nm, key id, string msg) { if(msg == "SwordMode") { swordMode(); state Sword_Mode; } } } state Sword_Mode { state_entry() { llListen(-99162, "", NULL_KEY, "GunMode"); } changed(integer change) { if(change & CHANGED_OWNER) { llResetScript(); } } attach(key id) { if(id ) { return; } else { llResetScript(); } } listen(integer ch, string nm, key id, string msg) { if(msg == "GunMode") { gunMode(); state Gun_Mode; } if(msg == "SheathWeapon") { gunMode(); llRegionSayTo(llGetOwner(), -99162, "InGunMode"); state default; } } } How do i get "if(msg == "SheathWeapon") { gunMode(); llRegionSayTo(llGetOwner(), -99162, "InGunMode"); state default; }" to work? Did i forget something or use the wrong code?
  9. I'm trying to make a spanker that only those who are on its whitelist can click on. I know how to do lists in scripting. and ik how to do the llSay event to get the name of the avatar t5hat touched it but does getting the whitelisted avatars name work the same way?
  10. *brain explodes* You i wish i wasnt a visual learner. I literally have to see how a code is written in order to understand. Sighs...
  11. So that will if for instance if you are creating a panel for texture preview that rezzes an object that the textures will be applied to when you select a texture from panel? if so, can someone give me an example?
  12. i want it random cause what im making is something that ppl will have to have multiple of rezzed out other wise they will alol listen to the same channel
  13. Hi I'm trying to do a unique channel listener script for my project. I've tried to look up how to do this on the wiki and even saw this post from 2 years ago but its not making any sense and im close to just scrapping my project all together cause how frustrated i am. I use llRegionSay to send message to another object. ------------------------------------------------ //This is the sender script default { touch_start(integer total_number) { integer chan = (integer)llFrand(-99)-99; llRegionSay(chan, "Change"); } } --------------------------------------------------- --------------------------------------------------- //This is the reciever script integer gListener; default { state_entry() { llListenRemove(gListener); integer chan = (integer)llFrand(-99)-99; gListener = llListen(chan, "", NULL_KEY, ""); } listen(integer ch, string nm, key id, string msg) { if(msg == "Change") { llSetTexture("rug11", ALL_SIDES); } } } --------------------------------------------------- Plz someone help and try to explain it in a way thats easy for even a noob to understand
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