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testgenord1

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About testgenord1

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  1. Wow, so many replies in such a short time. This helps me a lot, thank you very much. I'm still struggling to understand some of the details, but I'll just try to remember.😉 Thank you very much for your help, once again!
  2. Hi! I've written a script that starts on touch_start. After starting the script, the touch_start event is supposed to be deactivated for some time, so that nobody can restart the script as long as the process has not been finished: integer on; touch_start (integer num) { if(!on) { on = TRUE; *do something* } else { return; } This seems to work (the only thing I'm not quite sure about is the "else" part with "return". Couldn't you just leave the "else" part out?) Now my main question: I
  3. Thanks a million, Mollymews! This script works really beautifully. I couldn't have done it without your help. I'm posting the updated quiz below. Maybe someone has some use for it later. I've probably still left some flaws in the script, so everybody still feel free to comment further. Again, thank you so much for your help!🙂 list lpoints; list lnames; integer length; integer ListenHandle; integer inumber = 1; //number of expected correct answers string sname; default { state_entry() { ListenHandle = llListen(-1121,"",NULL_KEY,""); } listen(integer channe
  4. Thank you very much for your quick reply, Rolig Loon! I've learned a lot from it. "K" produced the value 0 for me when I checked. But it's true, there probably is a connection between removing the last element of the list and the complete removal loop. The script certainly isn't the best. In case you or anyone else have more ideas, you're welcome to comment further. Thank you very much for your help, once again!
  5. Hi again! I've got a script counting correct replies from players in a quiz. With each correct reply the name of the player is shouted to a counter (the script below). The counter puts the names of the players on a list. When a player has reached a certain number of correct replies (here 3), he / she has won. The script seems to work so far. The only two things I could not figure out is: 1. When I want to be shown all entries on the list by llList2String, only one entry is shown, but not the others (llGetListLength shows more entries, though.). 2. I try to delete the name
  6. Thank you so much for your quick reply and working through my script. Your suggestion seems to have done the trick. The list showed up empty after several clicks. So thank you very much for your help, again!🙂 edit: In order to show you what I wanted to do with the script, I'm posting a slightly different version of the script below. It teleports an avatar to a different prim in the linkset through saying the name of that prim. It seems to work. I hope it stays that way. (In that version, the vector does not need to be taken off the list. Besides, It is made for OpenSim
  7. part 2: (I hope I'm not annoying you too much.) In order to reduce script count, I'm using a slight variation using a linkset and detecting the parameters of the child prims instead of the sensor. What I would like to do now is the following: The prims (i.e. their location vectors) of the respective linkset can be individually used by touch_start as long as they are on the list (lprimpos). However, each prim is only supposed to be used once. This means, once it has been touched, it should to be taken off the list. I tried to do that but got stuck, when it comes to the li
  8. Thank you so much for your help! This seems to have done the trick. I think there was a very little typo, which is, the line if(llToLower(llGetSubString(llDetectedName(i)), 0, 2) == "voc") lnames = lnames + llDetectedName(i); //only object names starting with "voc" are put on the list. probably has to be if(llToLower(llGetSubString(llDetectedName(i), 0, 2)) == "voc") { lnames = lnames + llDetectedName(i); //only object names starting with "voc" are put on the list. and likewise also in the second script? The scripts are awesome. Thank you so much for your support!
  9. Thank you very much for your quick reply. After casting the list into a string using llList2String, I was able to find the index of the first word starting with "voc" (, which was 0), as you described. However, some of my problems still remain: - I could only find one word starting with "voc" in the resulting string, but not the other ones. - What do I do with the index I've found so I can eventually use the object's complete name from the list? The problem is further complicated by the fact that the words are on a list and not in a string, at first.
  10. Hi! I'm trying to write a script in which a sensor puts objects' names on a list. However, I only want to use objects starting with a particular beginning, e.g. "voc" (for "vocabulary"). These objects are supposed to be used for other purposes. This means either: - only objects with such a beginning are put on the list or - only objects with such a beginning on the list are used. This is the step I haven't been able to achieve. (I tried llGetSubString, but unsuccessfully.) How can I filter a list in such a way that only objects beginning with "voc" are used in the script
  11. Hi again! Thank you very much for your suggestions! Somebody on OpenSim wrote a completely new script for me, solving the problem. I'm posting it below. Since it is for Opensim, it does not contain the experience permission, which would have to be added for SL. I might add your suggestions, for example the swimming animations, to the script later. Thank you very much, once again! // Diving Collision v0.1 by djphil (CC-BY-NC-SA 4.0) string jumpto = "jumping point"; float timeout = 30.0; float range = 32.0; list animations = [ "backflip", "jump", "sit" ]; string a
  12. Thank you very much for your quick reply. I'm using the script on Opensim. On Opensim, you can teleport non-owner avatars without experience events. Strangely, in this case however, the owner is teleported in addition to the colliding avatar. (Both are teleported.) This is why I thought a list might help, but it causes the same problem. I guess this might be more an Opensim problem then. Thank you very much for trying to help, though!
  13. Hi! I've got a script that makes an avatar jump from a jumping tower into a swimming poo. It triggers a jumping animation through a collision_start event when stepping on the tower. After the jump the avatar having done the jump is teleported back onto the tower. This already works. What I want to do is the following: As long as the avatar is using the tower, no other avatar should be able to use it. This is why I put the jumping avatar on a list allowing only the one avatar on the list to use the script. Here is the problem: When that particular avatar is teleported back o
  14. Maths has never been my greatest strength and so I have to admit I haven't understood every detail of how the process works, I'll have a look at the exact details of the process later. But I certainly got the point of what you are saying. I'll just remember to go through such lists from end to start. So, thank you very much for your clear and detailed explanation! 🙂
  15. I think I finally figured it out the hard way: It leads to an endless loop? At least that's what happened to me for 30 minutes before I eventually remembered your clue. So thanks for that, too! 🙂
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