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SubZeroWins

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Posts posted by SubZeroWins

  1. 30 minutes ago, LittleMe Jewell said:

    It could just be that when you zoom out, you are filling your texture cache with whatever new stuff the viewer tries to rez and then when you come back in close those specific textures have aged out and need to be reloaded.  Does it happen everywhere or only places with lots of stuff?

    If that is the situation, increasing your texture cache (if possible) would help. 

    It happens everywhere, though I havent try it in places with less stuff, your suggestion might help I think, going to try it now.

  2. Hello all,

    Im using firestorm and have a problem with textures.

    When zooming far out and then zooming back in, the textures in world become grey or sometimes blurred and then they start again to load, until they all are fully rezzed.

    Im sure it has to do with the viewer's settings, can somebody tell me which one?

  3. Yeah, more than a month and I still cant figure out how to make this work.

    Ill try better to explain what Im trying to do.

     

    I have embedded in the code 3 different lists and their arrays.

    Then simply I want to pass a list name (one of the three) to a function which will output its arrays.

     

    list List1=["1","2","3"];
    list List2=["4","5","6"];
    list List3=["7","8","9"];
    
    integer gListener;
    
    default
    {
    
        touch_start(integer total_number)
        {          
        key user = llDetectedKey(0);
        gListener = llListen(-99, "", user, "");
        llDialog(user, "\nSelect list", ["List1","List2","List3"] , -99);
        }
        
        listen(integer chan, string name, key id, string msg)
        {
        //HERE I NEED TO SEND msg TO A FUNCTION TO LOOP ITS ARRAYS
        }   
    }

     

  4. 8 minutes ago, KT Kingsley said:

    To identify the group you can use either its UUID or its name (and watch out, because group names can be a bit tricksy). <role> is the name of the role (as in "Owners", "Officers", etc.), not of the title (the tag that appears over your head). In the group profile, see Members & Roles/Roles to get that info.

    This works fine for me using RLVa in the latest release of Firestorm.

    What would I be without you guys lol

    I was using the UUID and the group name after the pipe.

    Many thanks dear!

  5. Hi all,

    I just checked a new command for rlv for changing the active group and the role for a person

    @setgroup:<uuid>|<name>;<role>=force 

    I suppose <name> is how the role has been set in the group window to identify it and the <role> what actually is visible over the person's head.

    Is there something that can go wrong with it because its pretty straight forward though I cant get it to work.

    PS Trying it on myself, I have set my avi under the role through the group window.

  6. 10 hours ago, Rolig Loon said:

    Open your Inventory and look in the WORN tab.  The first item in the list should be the AO.  Detach it and then use whatever AO you want instead.  That ought to work.

    Its been quite long time since I created a new avatar, so I didnt expect it to have a ao already worn right after its creation as if I recall, years ago new avatars didnt come with one.

    Thanks Rolig!

  7. 6 minutes ago, Innula Zenovka said:

    Well, the reason typing it in local chat works and having the object say it doesn't is probably that the collar is set to recognise commands from an owner, and to do that it checks the UUID of whoever/whatever is trying to issue the command.  Your UUID != the object's UUID.

    Yeah damn it, when typing in local chat her collar recognises me as her owner so it executes the command, but since HER hud gives the command (she is not owning herself) the collar ignores them.

    Its working for me because Im owning myself. Thank you all for your contributions.

    • Like 4
  8. 2 minutes ago, Innula Zenovka said:

    I don't quite understand what's going on here.   When you say 

    Do you mean that it works when the script is in an object belonging to you, it works,  but when you pass the object to your partner, it doesn't work for her?    

    Which one of you uses the prefix "tiff" for collar commands?   It could just be that your collar listens to commands starting "tiff" and hers doesn't.

    Like CoffeeDujour, I'd do the whole thing with RLV.   Don't mix it up with collar commands -- that's asking for trouble unless you're sure you understand the collar script.

    For my tests I was using my collar's prefix, I passed to her the same code but with using her own prefix.

    Like you both said, Ill try and make it pure rlv but I wonder:

    1) typing in local chat "/1 tiff forbid stray" works, but when passing it through the script it doesnt.
    2) moreover, have same issues with more collar commands, for example in local chat "/1 tiff dazzle" works but through the script it doesnt, just like the above

    And lets not forget, any commands sent to myself, work perfect.

  9. 7 minutes ago, KT Kingsley said:

    Presumably saying "tiff forbid stray" on channel 1 is supposed to cause something your partner owns, and is within 20m of, to issue the relevant RLV commands to prevent teleporting.

    So the first thing I'd look at is whether the object that's supposed to react to the "tiff forbid stray" message is working properly and in range of your partner.

    llSay has a range of 20m. There are several ways to initiate a teleport, and RLV has separate commands to control them.

    Truth is that the command at channel 1 is given right after she is tping.

    How could I restrict teleportation after when she is already on another sim?

  10. 16 minutes ago, CoffeeDujour said:

    You are only executing one RLV command in that script (the initial forced TP). You need to use another command to restrict TP and then flip that command in the timer.

    Yes, then the script sends to her collar 

    llSay(1,"tiff forbid stray");

    Is it wrong?

  11. Hello all,

    using the following code I force tp a collars wearer to a given location and restrict teleportation for a given time.

    integer Countdown;
    
    default
    {
        link_message(integer sender_num, integer num, string msg, key id)
        {
            if(num==2)
            {
            integer Minutes;
            list Command=llCSV2List(msg);
            Minutes=(integer)llList2String(Command,1)/60;
            Countdown=(integer)llList2String(Command,1);        
            llOwnerSay("@tpto:" + llList2String(Command,0) + "=force"); 
            llSleep(10.0);
            llSay(1,"tiff forbid stray");      
            llOwnerSay("For " + (string)Minutes + " minutes you can not use teleport by any means.");
            llSetTimerEvent(1.0);
            }
        }
        
        timer()
        {
        Countdown--;
            if(Countdown<0)
            {
            llSetTimerEvent(0.0);
            llSay(1,"tiff allow stray");
            llOwnerSay("You can now use teleport.");
            }
        }     
    }

    I can restrict myself to tp anywhere else for x minutes I set. It works perfect. But when I use this script for my partner, even though she gets tp'ed to the given location, she can tp again before the set time lasts.

    Any thoughts about this?

  12. 7 hours ago, Chic Aeon said:

    Yes. That's the short answer. You want to set poses (not SYNCS) for EACH of your spots (cushions, places on couch etc.). Sitter 0 (the first to sit) can have several animations -- as many as you want really. Sitter 1 (the second person to sit) will just have the one. If you don't set up SYNCS so that the seats swap the second sitter will only have one option. 

    This what I am getting from your question. I may be off there. 

     

    Thank you all, this worked :)

  13. Hello all,

    is it possible to have a set of animations for first sitter and as for sitter 2 have just one? So when sitter 1 switch animations, sitter 2 still always using the same.

    I know I can add in the avpos the same animation for sitter 2 as many times as sitter 1 set has but Im wondering if there is another way.

  14. 4 hours ago, Wulfie Reanimator said:

    @SubZeroWins It's important that you go to the SL Wiki and read up on every new function you come across. (Everything up to the caveats, minimum.)

    Searching for "lsl lllistsort" or any other function name generally brings up the correct wiki page on first try.

    Its just that english is not my native language so I dont understand many terms in the scripting

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