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LunaMael

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  1. Not something I had thought about. I see your point about grabbing the uuid of the opponents to limit outside scripts. Will have to think on that. Have to run to the shop before it gets too late but I appreciate the thought and will see what I can come up with when I get back Thanks for the nudge!!!
  2. oh Wow. Hadn't thought of that as an option. Interesting thought. I think this would work if I needed the roll for things like # of moves or whatnot. I guess I hadn't explained the dice well, and to that, I'm sorry. The dice would be used in case there was a draw between 2 players and a clear winner wouldn't be able to be named with RP so they would roll. High score wins the battle and they would RP the remainder of the fight with those results. So we'd need to compare the 2 rolls to see who won. Figured their roll in local chat would be best bet. I'm trying to work out a system so that someone cannot make a quick script that would mimic the roll either by name of object or the text written along with the number generated that would favor them unfairly and if at all possible to inform the sim owners of the attempt to cheat during their RP.
  3. Thank you so much Innula. I'll have to try this out. I appreciate your help!
  4. So this was the original thought behind the hud when I was thinking an object could listen to itself, so I know it won't work ATM but my thought is this .... somehow verify that the roll produced and announced in public chat came from my hud. If not, then instant messages sent to owners with who used the fake dice and the fact that it was not the hud. ======================== llListen(-#, "", llGetOwner(), " embedded text"); listen(integer chan, string what, key who, string msg) { if (msg != "embedded text"); { llSay (0, "llGetOwner()" + "Invalid roll."); llInstantMessage( person2IM, "llGetOwner()" + " used unofficial die!!! -TEST1" ); llInstantMessage( person3IM, "llGetOwner()" + " used unofficial die!!! -TEST1" ); llInstantMessage( person4IM, "llGetOwner()" + " used unofficial die!!! -TEST1" ); } { if (msg == "embedded text"); { llSay (0, "Valid Roll."); } } default { state_entry() } touch_start(integer num_detected) { integer i = 0; for (; i<NumberOfRolls; ++i ) { integer roll = (integer)(llFrand(SIDES) + 1); total += roll; } llSay (0, llGetDisplayName(llDetectedKey(0)) + " rolled a " + (string)total); llSay (-#, llGetOwner()) + "embedded text"); llResetScript(); } }
  5. These huds will only be on our sims, not for sale so they can function for that sole purpose rather than it being a useless feature anywhere else. I see what you mean and I truly appreciate your time on this, but what I'm needing is for when the roll is not from our dice that it informs us of the cheat/incorrect dice. Perhaps I'm not seeing how this string would help in the case of someone else creating dice to use instead.
  6. I just came across a post from Rolig saying an object can't listen to itself so I guess it would have to be something with the creator id and a sensor? Will keep looking. If I'm headed to the right place, please let me know. Thanks for your help
  7. Hello Is there a way to listen for a particular string on one channel and if it's there, start a listen event on a different channel for further action? I've created RP dice hud that will "roll" for the player when used. I'm aware how easy it is to make dice so I was looking at a way to minimize the ability to have others creating more favorable die without detection. I had wondered if I should to have a listen for the roll. Once the roll was defined by the script, it would say on the public channel what my roll was and on an obscure channel, some embedded text as verification of the correct script being ran. If the script hears particular text on an obscure channel, then it validates roll as sim dice. If it didn't get the embedded text, then it would announce in public chat its an invalid roll as well as im'ing the sim owners. The problem I'm having with the logic of this is that if I had made a cheat script that would produce the same text in public chat as well as naming the object the same as the hud like this "Sparkle Hud 4000: Luna rolls for a ...", its not going to have anything going to the obscure channel so the listen won't have anything to act on. Any ideas how I could ensure that my hud was the one used? I had thought of using the creator key somehow but not sure if that would work. Maybe global definition of the hud as the one speaking with the uuid or something rather than listening events? I'm just not sure how to go about writing this. Any help as to where to start would be most appreciated! I hope I explained it so not to confuse you. Thank you for your consideration on this.
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