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MIVIMEX

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Posts posted by MIVIMEX

  1. In general, such a script turned out. but I did not quite understand how. but it works. if someone explains I will be grateful.

    
    default
    {
        state_entry()
        {
            llSetTimerEvent(5.0); // timer 
    
        }
     
    
     
        timer()
        {
    
             float itra;
            for(itra=0.004; itra<0.06; itra+=0.004) { 
                llSetScale(<itra,itra,itra>);
                llSetPos(llGetLocalPos()+<0.0007,0.0,0.0>);
     
            }
     
     
             
             llSetScale(<0,0,0>);
             llPlaySound("ff0600f0-d8f4-20f6-52ec-a03bc520fee3", 1.0);
    
     
        }
    
    }

     

  2. Hello! I have a bubble gum script and I need to change it. I need to link the gum to the rezzed object, remove the animation for the avatar from it and leave only the effect of inflating the bubble and the sound of a pop. In general, so that the chewing gum worked for the rezzed object and not attached for the avatar. please tell me what needs to be changed! Thanks for help!

    init() {
        llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION);
        llPreloadSound("ff0600f0-d8f4-20f6-52ec-a03bc520fee3");
        llSetPos(<0,0,0>);
        llSetScale(<0,0,0>);
    }
     
    default
    {
        on_rez(integer num) {
            if(llGetAttached()) init();
        }
        state_entry() {
            if(llGetAttached()) init();
        }
        attach(key id)
        {
            init();
        }
        run_time_permissions(integer perm)
        {
            if (perm & PERMISSION_TRIGGER_ANIMATION)
            {
                llSetTimerEvent(5 + (integer)llFrand(14));
            }
        }
     
        timer() 
        {
            llSetTimerEvent(0.0);
            llStartAnimation("express_kiss");
            float itra;
            for(itra=0.004; itra<0.06; itra+=0.004) { 
                llSetScale(<itra,itra,itra>);
                llSetPos(llGetLocalPos()+<0.0007,0.0,0.0>);
     
            }
            llPlaySound("ff0600f0-d8f4-20f6-52ec-a03bc520fee3", 1.0);
            llStopAnimation("express_kiss");
            llSetScale(<0,0,0>);
            llSetPos(<0,0,0>);
            llSetTimerEvent(5 + (integer)llFrand(14));
        }
    }
     

  3. if anyone is interested:::

    in my own efforts, i managed to find a suitable option with a good price / quality ratio (they have a New Year discount now). this is AMOK. Believe me, these are the best jetfighters that can be found right now in the sl. and most importantly - working instruments! Yes, and they look pretty. I tried many demos, yes, some look cool, but no working instruments. for me it was important to find handsome, with a realistic flight and working instruments, the jetfighter and AMOK were 90% right. they even have their own combat system and some support vice. but i recommend for more info contact merchant (they have old models with no instruments though) Well, if you want to do something, do it yourself ... best regards!

    • Thanks 2
  4. @Ethan Paslong

    @Fionalein

    @LittleMe Jewell

    Thank you very much for your interesting and informative answers! I not only found out the answer to my question, but now I can easily fly a real jetfighter! and not only the jetfighter! but also all modes of transport, even alien!
     I think now I can take part in the NASA space program! I have mastered tantric yoga and can easily move in space and move objects with the force of thought, as well as control the weather and changing the time of day! thank you very much my gurus! I will never forget you and your most valuable advice! Thank you for generously sharing your experience! happy New Year! Hooray!

    • Thanks 1
    • Haha 2
  5. @Rolig Loon

    @Ceera Murakami

    Hello! Thanks for the great script, but what if there are several doors? please help add another door?

    And what if the doors open in different directions and along different axes? THANKS! HAPPY NEW YEAR!

     

    On 3/6/2011 at 7:09 AM, Rolig Loon said:

    This simple script will operate a multiprim sliding door that you have linked to a larger structure. Each prim in the door must be named "DOOR", and none of the door prims may be the root prim of the linkset. Also, all prims in the door must have the same orientation.  As written, the script assumes that door prims all have their local Z axes horizontal and that the door is supposed to slide on its Y axis.   You could easily change that orientation by changing the order of X,Y,Z parameters in the vector <0.0, gDistance*gON, 0.0>. ETA:  BTW, this script should not be placed in the door itself, but in the frame (or whatever the door is linked to).

     

     

    On 3/7/2011 at 2:28 AM, Ceera Murakami said:

    Of course, you could change "DOOR" in both the script and in the prim names to allow more than one of these in a linkset. As presented in your post, if I did a case-sensitive search and replace and changed "DOOR" with "Bedroom door" for one script, and with "Bathroom door" for another, the two doors should both work and co-exist happily in the same linkset. I have used that trick before with linkable doors using my own scripts.

     

  6. Hello! help please! I tried to  rig the bento mesh avatar for the first time, but I failed. it uploaded as simple mesh object. the usual skeleton works well. What is bento's difference from the usual? Need some kind of plugin? Why does not work in the usual way? i use blender/firestorm. thanks!

  7. Hello! Please advise how to save resources when uploading a mesh at the expense of the shape of physics? which physics is better to use for objects that do not need physics at all, in particular, a rope and other small elements, and can it be done so that object do not have any physics at all when they are uploaded? thanks very much!

  8. hi, tell me please, why does the security orb work in some places and not in others? I tried it on the land of Lorena Chung-works perfectly. but if the land is rented through a rentbox, say, a skybox of some kind, it does not work. why? thank!

  9. 7 hours ago, Innula Zenovka said:

     

    I would do it something like this

    
    	on_rez(integer start_param)
    	{
    		llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEMP_ON_REZ,TRUE]);//Safest to specify LINK_THIS since it will work on both unlinked objects and link sets
    	}
    
    	changed(integer change){
    		if(change & CHANGED_LINK){ //When an avatar sits on something or stands up, it's treated as if you link/unlink another prim to the object
    			if(llGetNumberOfPrims()==llGetObjectPrimCount(llGetKey())){//llGetNumberOfPrims() returns the number of prims, plus number of seated avatars (if any).
    				//llGetObjectPrimCount ignores seated avatars.   So if the two functions return the same number, the sitter has stood up and no one is seated
    				llDie();
    			}
    		}
    
    	}

     

    Thanks a lot for the script!

  10. @Wulfie Reanimator @Innula Zenovka

    @Fenix Eldritch @Nova Convair

    Thank you very much for the answers!

    Did I understand correctly that i can do it without a script at all, just make the object temporary? but then what is better permissions on the object itself and all that is inside? (I guess there is no way to make it no copy/no mod/no trans at all?) I can for example make the object transfer and the content only copy?

  11. Hello! help please to sort out! I'm trying to create a script for the 10 minutes demo rezzed object. what is better to use llSleep or llSetTimerEvent? and what's the difference basically in this case? llSleep seems shorter and simpler. thanks!

    default
    {
        state_entry()
        {
            llSleep(600);
            llDie();
        }
    
    
    }

    or

    default
    {
        state_entry()
        {
            llSetTimerEvent(600);
    
        }
     
     
        timer()
        {
            llDie();
        }
    }

     

  12. 17 minutes ago, Wulfie Reanimator said:

    If you read the wiki page, it's really as simple as:

    
    list inventory;
    
    integer i;
    while(i < llGetInventoryNumber(INVENTORY_ALL))
    {
      inventory += llGetInventoryName(INVENTORY_ALL, i);
      ++i;
    }

     

    Oh thanks! where does this part go? and what does ++ mean?

    default {
        on_rez(integer start_param) {
            list inventory;
    
            integer i;
            while (i < llGetInventoryNumber(INVENTORY_ALL)) {
                inventory += llGetInventoryName(INVENTORY_ALL, i);
    
                ++i;
    
                llGiveInventoryList(llGetOwner(), inventory);
            }
        }
    }

     

  13. 8 minutes ago, Wulfie Reanimator said:

    All you need is to loop through the object's inventory and store all the names into a list, then send them with llGiveInventoryList.

    What's the confusing part?

    @Wandering Soulstar @Wulfie Reanimator

    Thank you very much for the answers. the most confusing part is now how to get this list?

    default
    {
        on_rez(integer start_param)
        {     
           llGiveInventory(llGetOwner(), llGetInventoryName(INVENTORY_OBJECT));
           llGiveInventoryList(llGetOwner(), List);
    
        }
    }

     

  14. Hello! I'm trying to create a simple unpacker giving all content to the owner on rez and self-deleting. I have reviewed a bunch of scripts but they are all very difficult for a beginner. Please tell me how to start and where to go? that's what i have for now but it dont work... thanks for any help!

    default
    {
        on_rez(integer start_param)
        {     
           llGiveInventory(llGetOwner(), llGetInventoryName(INVENTORY_OBJECT));
           llDie;
        }
    }

     

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