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DarkEmperor13

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Everything posted by DarkEmperor13

  1. Hi i'm trying to make a keypad door. My door is two prims and one of the prims is what the door prim rotates on. I got it set up to open to a keypad I bought on mp, but I do not know how to close it. default { state_entry() { vector xyz_angles = <0,0,-90>; // This is to define a 1 degree change vector angles_in_radians = xyz_angles*DEG_TO_RAD; // Change to Radians rot_xyzq = llEuler2Rot(angles_in_radians); // Change to a Rotation llListen(79451,"[GadgeIt!]Security Keypad",NULL_KEY,"Open_Coded_Door"); } listen(integer chan, string name, key id, string msg) { llSetRot(llGetRot()*rot_xyzq); //Do the Rotation.. } } I am wanting to close it on touch and have close on its own, but have no Idea how to do it.
  2. Hey I'm trying to make Digimon avatar and my first one is Gatomon. Here is how it looks: It binded to the avastar and when I go to try out posing, every body part moves perfectly. But when I uploaded it to SL, instead of being smaller than the default size, it uploads as the default size and it looks all deformed. This is my first time doing mesh avatars and before anyone asks, yes I make mesh clothing, mesh weapons and even mesh vehicles. Can someone tell me what went wrong?
  3. Hello i am a builder who makes clothes, weapons and vehicles. I can make clothes for maitreya, slink, and belleza bodies. If anyone is willing to offer me a commission, i’d be willing to make anything. Clothes are 250L, vehicles are 100L and weapons are 50L. Im me on secondlife or reply to post
  4. Anyone know of clubs or any kind of place where one can find lots of French women?
  5. Thats what i did too and the invisible prim is the root prim and the script is in the root prim and the transparent prim that is being used as the root prim is at a rotation of <0,0,0> and still it does it. The only time it does is if i right click the prim and select sit here. Anywhere else and it sits me in the angle shown in the image above.
  6. except i have the llSitTarget set and it still does it.
  7. Btw it hasnt bothered me, but now i'm kinda sick of it, but is there a way to sit avatar correctly without having to right click the right spot? Cause if u click anywhere my avatar keeps sitting sideways like so:
  8. You're kidding me.....! Ugh, can SL make things any harder? Well all i can say is I hope it has something to do with the animation and nothng else, otherwise I'm gonna cry and scream like a little school girl!
  9. ok so ii have written the following code for my go kart: //Feel free to modify these basic parameters to suit your needs. float forward_power = 30; //Power used to go forward (1 to 30) float reverse_power = -15; //Power ued to go reverse (-1 to -30) float turning_ratio = 4.0; //How sharply the vehicle turns. Less is more sharply. (.1 to 10) string sit_message = "Jump In!"; //Sit message string not_owner_message = "You are not the owner of this vehicle ..."; //Not owner message //Anything past this point should only be modfied if you know what you are doing string last_wheel_direction; string cur_wheel_direction; default { state_entry() { llSetSitText(sit_message); llSitTarget(<0,0,.4>,llEuler2Rot(<0.0,0.0,0.0>*DEG_TO_RAD)); llSetCameraEyeOffset(<-10.0, 0.0, 2.0> ); llSetCameraAtOffset(<10.0, 0.0, 2.0> ); //car llSetVehicleType(VEHICLE_TYPE_CAR); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.80); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.2); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.5); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1000.0, 2.0, 1000.0> ); llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <10.0, 10.0, 1000.0> ); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.50); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.50); } changed(integer change) { if (change & CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if (agent) { if (agent != llGetOwner()) { llSay(0, not_owner_message); llUnSit(agent); llPushObject(agent, <0,0,50>, ZERO_VECTOR, FALSE); } else { llTriggerSound("car_start",1); llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DRIVING", NULL_KEY); llSleep(.4); llSetStatus(STATUS_PHYSICS, TRUE); llSleep(.1); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS); llSetTimerEvent(0.1); llLoopSound("car_idle",1); } } else { llSetTimerEvent(0); llStopSound(); llSetStatus(STATUS_PHYSICS, FALSE); llSleep(.1); llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DEFAULT", NULL_KEY); llSleep(.4); llReleaseControls(); llResetScript(); } } } run_time_permissions(integer perm) { if (perm) { llStartAnimation("Go Kart Sit"); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE); } } control(key id, integer level, integer edge) { integer reverse=1; vector angular_motor; //get current speed vector vel = llGetVel(); float speed = llVecMag(vel); //car controls if(level & CONTROL_FWD) { cur_wheel_direction = "WHEEL_FORWARD"; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <forward_power,0,0>); reverse=1; } if(level & CONTROL_BACK) { cur_wheel_direction = "WHEEL_REVERSE"; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <reverse_power,0,0> ); reverse = -1; } if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT)) { cur_wheel_direction = "WHEEL_RIGHT"; angular_motor.z -= speed / turning_ratio * reverse; } if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT)) { cur_wheel_direction = "WHEEL_LEFT"; angular_motor.z += speed / turning_ratio * reverse; } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } //end control timer() { if (cur_wheel_direction != last_wheel_direction) { llMessageLinked(LINK_ALL_CHILDREN , 0, cur_wheel_direction, NULL_KEY); last_wheel_direction = cur_wheel_direction; } } } //end default everything works fine. there is only one problem..... That! everytime I get in, the front rises up and is stuck like that unless im out of the vehicle and reposition. But as soon as get back, it rises again. Why?
  10. ok so ii have written the following code for my go kart: //Feel free to modify these basic parameters to suit your needs. float forward_power = 30; //Power used to go forward (1 to 30) float reverse_power = -15; //Power ued to go reverse (-1 to -30) float turning_ratio = 4.0; //How sharply the vehicle turns. Less is more sharply. (.1 to 10) string sit_message = "Jump In!"; //Sit message string not_owner_message = "You are not the owner of this vehicle ..."; //Not owner message //Anything past this point should only be modfied if you know what you are doing string last_wheel_direction; string cur_wheel_direction; default { state_entry() { llSetSitText(sit_message); llSitTarget(<0,0,.4>,llEuler2Rot(<0.0,0.0,0.0>*DEG_TO_RAD)); llSetCameraEyeOffset(<-10.0, 0.0, 2.0> ); llSetCameraAtOffset(<10.0, 0.0, 2.0> ); //car llSetVehicleType(VEHICLE_TYPE_CAR); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.80); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.2); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.5); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1000.0, 2.0, 1000.0> ); llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <10.0, 10.0, 1000.0> ); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.50); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.50); } changed(integer change) { if (change & CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if (agent) { if (agent != llGetOwner()) { llSay(0, not_owner_message); llUnSit(agent); llPushObject(agent, <0,0,50>, ZERO_VECTOR, FALSE); } else { llTriggerSound("car_start",1); llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DRIVING", NULL_KEY); llSleep(.4); llSetStatus(STATUS_PHYSICS, TRUE); llSleep(.1); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS); llSetTimerEvent(0.1); llLoopSound("car_idle",1); } } else { llSetTimerEvent(0); llStopSound(); llSetStatus(STATUS_PHYSICS, FALSE); llSleep(.1); llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DEFAULT", NULL_KEY); llSleep(.4); llReleaseControls(); llResetScript(); } } } run_time_permissions(integer perm) { if (perm) { llStartAnimation("Go Kart Sit"); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE); } } control(key id, integer level, integer edge) { integer reverse=1; vector angular_motor; //get current speed vector vel = llGetVel(); float speed = llVecMag(vel); //car controls if(level & CONTROL_FWD) { cur_wheel_direction = "WHEEL_FORWARD"; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <forward_power,0,0>); reverse=1; } if(level & CONTROL_BACK) { cur_wheel_direction = "WHEEL_REVERSE"; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <reverse_power,0,0> ); reverse = -1; } if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT)) { cur_wheel_direction = "WHEEL_RIGHT"; angular_motor.z -= speed / turning_ratio * reverse; } if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT)) { cur_wheel_direction = "WHEEL_LEFT"; angular_motor.z += speed / turning_ratio * reverse; } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } //end control timer() { if (cur_wheel_direction != last_wheel_direction) { llMessageLinked(LINK_ALL_CHILDREN , 0, cur_wheel_direction, NULL_KEY); last_wheel_direction = cur_wheel_direction; } } } //end default everything works fine. there is only one problem..... That! everytime I get in, the front rises up and is stuck like that unless im out of the vehicle and reposition. But as soon as get back, it rises again. Why?
  11. I wish the wiki was better help for doing this or that LL made the script code more simpler. Im making a HUD that has tabs. Here is how I have started it out. integer listenHandle; default { state_entry() { listenHandle = llListen(-12, "", NULL_KEY, ""); } listen(integer channel, string name, key id, string message) { if(message == "Next") { What I'm wanting to do is first I have made two separate mesh for my hud one is the fist tab and the other is the second one. Now im gonna make both into one linkset and what I want is when I click on the tab prim on linkset 1, every prim that came linkset 1 will move on X by 2 which will put it behind linkset 2 and when I click on the tab prim on linkset 2, then linkset 1 moves on X by -2 making it be infront of linkset 2. If anyone is willing to tell me how to write it and not give me tips or hints, that would be great. Tips and hints at this point aint helpful to me.
  12. Ok I have just about given up on vehicles. I've tried and I tried, but no matter what I do, I cant get the wheels to move while driving. rotation Inverse(rotation r) { r.x = -r.x; r.y = -r.y; r.z = -r.z; return r; } rotation GetParentRot() { return Inverse(llGetLocalRot())*llGetRot(); } SetLocalRot(rotation x) { llSetRot(x*Inverse(GetParentRot())); } default { state_entry() { } link_message(integer sender_num, integer num, string str, key id) { if(str == "WHEEL_DRIVING") { state driving; } } } state driving { state_entry() { SetLocalRot(llEuler2Rot(<-1 * PI_BY_TWO,0,0> )); llSetTimerEvent(0.5); } timer() { vector vel = llGetVel(); float speed = llVecMag(vel); llSetTextureAnim(ANIM_ON|LOOP|SMOOTH|ROTATE,ALL_SIDES,0,0,0,0,speed); } link_message(integer sender_num, integer num, string str, key id) { if(str == "WHEEL_DEFAULT") { state default; } if(str == "WHEEL_FORWARD") { SetLocalRot(llEuler2Rot(<-1 * PI_BY_TWO,0,0> )); } if(str == "WHEEL_REVERSE") { SetLocalRot(llEuler2Rot(<-1 * PI_BY_TWO,0,0> )); } if(str == "WHEEL_LEFT") { SetLocalRot(llEuler2Rot(<-1 * PI_BY_TWO, -1 * PI_BY_TWO / 2, 0> )); } if(str == "WHEEL_RIGHT") { SetLocalRot(llEuler2Rot(<-1 * PI_BY_TWO, PI_BY_TWO / 2, 0> )); } } state_exit() { SetLocalRot(llEuler2Rot(<-1 * PI_BY_TWO,0,0> )); llSetTextureAnim(0,ALL_SIDES,0,0,0,0,0); } } // END // I had put two set texture codes into it. One was in state_exit and the other in state_entry of state driving. The reason is cause I wanted two separate textures; one which is the static texture and the other is the animation. Somehow i got the texture to move when driving forward, but it was rotating weird. I went back aand added/changed something and then it wouldn't move anymore. So I went back once again and I pressed Ctrl + Z to take it back to before I added/changed and now it wont move anymore. I don't know why. I made a copy of the object for testing and I went and tried to add llTargetOmega and nothing happened. I continued doin more test with llTargetOmega and the only thing that seemed to work was when I just put in the following: default { state_entry() { llTargetOmega(<1.0,0.0,0.0>*llGetRot(),1.0,0.01); } } and it rotates, however, I dont want it to continuosly rotate when im not even driving. How do i do this?
  13. Hi I'm in need of a shop to rent for cheap. Just need 50 prims and I will need it to be a sim where a lot of ppl visit frequently. Plz let me know in this thread or in-world
  14. I don't think u guys understand what im asking. Im wanting to make a moving platform that moves side to side not up and down. In fact i'm not trying to make a ladder period.
  15. Hey guys. So my girlfriend wants to make a scifi like sim or whatever and i want to help her. I came up with an idea for a moving platform. I have a ladder script that i got from outworldz and it lets me change the ladder angle. this is the script: // :SHOW:1 // :CATEGORY:Animation // :NAME:Easy Ladder // :AUTHOR:Ferd Frederix // :KEYWORDS:Ladder // :CREATED:2015-07-15 10:04:12 // :EDITED:2016-05-02 11:59:18 // :ID:1081 // :NUM:1800 // :REV:2 // :WORLD:Second Life, Opensim // :DESCRIPTION: // Easy ladder script // :CODE: // Rev 2: 12-18-2015 added region pos for return /* Climb ladder http://community.secondlife.com/t5/Scripting/Ladder-Climb/td-p/256433 Edited for opensimulator to unsit user at top via offset vector BVH: climb-rope Ferd Frederixz - removed cruft, added offsets and removed ugly hacks. */ float LADDERHEIGHT= 7.0; // how far to move up float STEPHEIGHT = 0.25; // how far to move each step float OFFSET = 3; // tilt of the ladder; float Extra = 1; // extra move onto the roof or in the door before unsit climbup() { llSetAlpha(0,ALL_SIDES); llStopAnimation("sit"); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); integer i; vector original; float steps = LADDERHEIGHT / STEPHEIGHT; float offset = OFFSET / steps; // to one side original = llGetPos(); do { i++; vector newPos = llGetPos() + <offset,0, STEPHEIGHT> * llGetRot(); llSetPos(newPos); } while (i <= (steps)); llSetPos(llGetPos() + <Extra, 0, 0> * llGetRot()); // extra, then unsit llStopAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); if (llAvatarOnSitTarget() != NULL_KEY) { // somebody is sitting on me llUnSit(llAvatarOnSitTarget()); // unsit him or her } llSetRegionPos(original); llSetAlpha(1,ALL_SIDES); } // end climbup default { state_entry() { llSitTarget(<0.0, 0.0, 0.1>, ZERO_ROTATION); } changed(integer change) { if(change == CHANGED_LINK) { key avatar = llAvatarOnSitTarget(); if(avatar != NULL_KEY) { llRequestPermissions(avatar,PERMISSION_TRIGGER_ANIMATION); climbup(); } } } //end changed } //end default So in my edit of the script, i had set the ladder tilt to 90 for 90 degrees. It works fine except one problem; It slowly begins rising as it moves. Now I understand this script wouldnt be a great one to use for a moving platform of such, but it has functions that would be perfect. Can someone tell me how i can change the script to keep it from rising as it moves?
  16. ok so for the longest time before I knew how to actually script anything, I have been trying to figure out how to do a shuriken. however I have not been working with that for a long time now and now I decided that since I can script guns now, i'd give it a try. I took a look at the gun script from the wiki and it seemed good to go except for 2 things. 1st thing is making the shuriken rotate as it shoots through the air at whatever. The second thing isn't really needed for a shuriken but I have really wanted to know how to do it, but be able to make a thrown object return to me like a boomerang. I have so many things I could use that feature in. float gVelocity = 15.0; float gReloadTime = 0.30; string gShootSound = "gun"; string gShootAnimation = "hold_R_bazooka"; string gBullet = "Wind Shuriken"; integer gPermFlags; default { state_entry() { // sanity check if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) { llOwnerSay("This needs a physical object called " + gBullet + " in it to work"); return; } gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA; if ( llGetAttached() ) llRequestPermissions(llGetOwner(), gPermFlags); } attach(key id) { if (id) llRequestPermissions(id, gPermFlags); else { llStopAnimation(gShootAnimation); llReleaseControls(); } } changed(integer change) { if (change & (CHANGED_OWNER | CHANGED_INVENTORY) ) llResetScript(); } run_time_permissions(integer perm) { // ensure ALL required permissions have been granted if ( (perm & gPermFlags) == gPermFlags) { llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); llStartAnimation(gShootAnimation); llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!"); } } control(key id, integer held, integer change) { rotation Rot = llGetCameraRot(); if ( held & change & CONTROL_ML_LBUTTON) { if (llGetInventoryType(gShootSound) == INVENTORY_SOUND) llPlaySound(gShootSound, 1.0); llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10); llSleep(gReloadTime); } } } Plz help
  17. aaron perkins wrote Realistic Car, Realistic car seat, realistic front wheel and realistic rear wheel and im pretty sure they are a whole set.
  18. except I already have a car seat script written by the same person.
  19. Hey I am trying to figure out this script I got from Outworldz. It's a car script and for some reason, I can't seem to move at all. // :CATEGORY:Vehicles // :NAME:Realistic_Car // :AUTHOR:Aaron Perkins // :CREATED:2010-01-10 05:20:56.000 // :EDITED:2013-09-18 15:39:00 // :ID:686 // :NUM:929 // :REV:1.0 // :WORLD:Second Life // :DESCRIPTION: // Realistic Car.lsl // :CODE: //********************************************** //Title: Car //Author: Aaron Perkins //Date: 3/17/2004 //********************************************** //Feel free to modify these basic parameters to suit your needs. float forward_power = 30; //Power used to go forward (1 to 30) float reverse_power = -15; //Power ued to go reverse (-1 to -30) float turning_ratio = 4.0; //How sharply the vehicle turns. Less is more sharply. (.1 to 10) string sit_message = "Jump In!"; //Sit message string not_owner_message = "You are not the owner of this vehicle ..."; //Not owner message //Anything past this point should only be modfied if you know what you are doing string last_wheel_direction; string cur_wheel_direction; default { state_entry() { llSetSitText(sit_message); llSetCameraEyeOffset(<-10.0, 0.0, 2.0> ); llSetCameraAtOffset(<10.0, 0.0, 2.0> ); //car llSetVehicleType(VEHICLE_TYPE_CAR); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.80); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.2); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.5); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1000.0, 2.0, 1000.0> ); llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <10.0, 10.0, 1000.0> ); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.50); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.50); } changed(integer change) { if (change & CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if (agent) { if (agent != llGetOwner()) { llSay(0, not_owner_message); llUnSit(agent); llPushObject(agent, <0,0,50>, ZERO_VECTOR, FALSE); } else { llTriggerSound("car_start",1); llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DRIVING", NULL_KEY); llSleep(.4); llSetStatus(STATUS_PHYSICS, TRUE); llSleep(.1); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS); llSetTimerEvent(0.1); llLoopSound("car_idle",1); } } else { llSetTimerEvent(0); llStopSound(); llSetStatus(STATUS_PHYSICS, FALSE); llSleep(.1); llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DEFAULT", NULL_KEY); llSleep(.4); llReleaseControls(); llResetScript(); } } } run_time_permissions(integer perm) { if (perm) { llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE); } } control(key id, integer level, integer edge) { integer reverse=1; vector angular_motor; //get current speed vector vel = llGetVel(); float speed = llVecMag(vel); //car controls if(level & CONTROL_FWD) { cur_wheel_direction = "WHEEL_FORWARD"; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <forward_power,0,0> ); reverse=1; } if(level & CONTROL_BACK) { cur_wheel_direction = "WHEEL_REVERSE"; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <reverse_power,0,0> ); reverse = -1; } if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT)) { cur_wheel_direction = "WHEEL_RIGHT"; angular_motor.z -= speed / turning_ratio * reverse; } if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT)) { cur_wheel_direction = "WHEEL_LEFT"; angular_motor.z += speed / turning_ratio * reverse; } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } //end control timer() { if (cur_wheel_direction != last_wheel_direction) { llMessageLinked(LINK_ALL_CHILDREN , 0, cur_wheel_direction, NULL_KEY); last_wheel_direction = cur_wheel_direction; } } } //end default // END // I have other parts that this person wrote as well for seat, front and rear wheels
  20. Hey I am trying to find some scripts on explosions and sparks script. I'm trying to make bombs so I am wanting to use explosions for...well... u know why. As for the sparks, I am wanting to use it for the fuse. Anyone know of free scripts for these things?
  21. im sorry but that makes no sense to me. Isnt there a script somewhere that does this that I can just download or watever? I hear its called like a hug script and I really need it. This is like beyond my comprehension. I learn things from seeing them.
  22. that tells me how to animate myself but not how to send another person a request.
  23. ok anyone know of the script needed for requesting another person to animate?
  24. DarkEmperor13

    Camera

    Is there a way to change how the camera looks? It is being weird cause for some reason I am looking at the sky when I walk
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