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About PheebyKatz

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  1. Placing a pair of backslashes (forward slashes? I can never remember), or "//" (without quotes) in front of a line in the script will "comment out" that line, and you can compile the script and run it and see if it still works. It's better than just removing the lines, as you might find later that all or part of a line was necessary, and then you'd still have that line there, ready to be reactivated by removing the "//".
  2. We're using trams at Arkham (rebuilding currently in progress), and they can stop, start, and even "teleport" through tunnels and pop out somewhere else. The SLRR (Second Life Rail Road) group inworld might be helpful, and you really don't need tracks or to use an actual tram or anything... You could use a tram engine setup for a bus without it resembling a train or tram in any way aside from function. Guide boxes on the road surface sort of "pull" it along in the path you've laid out, and when the boxes are all in place, you just make them transparent so they don't show. I think it's an awesome way of doing it; people can get on or off the vehicle, it loops about, you have the option of letting people operate it, but it can be left to go on its own, and you can easily set the pathway for it to follow. And yeah, I'm pretty sure we're using the same or similar to the ones in New Babbage; some of their longtimers have quite a bit of history around our lands...
  3. llSleep(1); is a great way to fix little things being passed over by the server, and get a sort of "refresh" going with a script. However, I cannot, in good conscience, allow it to pass without comment that you should be careful who you tell about this function. It's actually considered better coding practice to replace something simple and functional like llSleep(1); with timer events, and if you already have a timer event in your script, you'll need to find a way to use one of the hacks posted on the forum for tricking the script into not realizing it's really doing the same thing as using two timer events. This may complicate things, and make scripting far more difficult for you to learn, but it's the recommended method. llSleep() is a function fraught with many dangers, as any experienced scripter can tell you, and it's been known to plague scripters far into their careers, ruining good coding practices, and spreading like wildfire in a destructive swath of little momentary pauses. Sorry to bring up such things, but I feel it is my duty as a responsible member of the forums to let people know the dangers of llSleep(), as it was so forcefully made clear to me how bad it is to use it for anything (shame, fear and guilt are powerful tools when it comes to educating me, I suppose). I can't really recommend llSleep() to anyone for any purpose, unless, failing every other function on the wiki, one is simply compelled to use it out of sheer necessity, and I simply can't believe it's being recommended by such an otherwise responsible member of these forums. Just kidding. There's nothing wrong with llSleep(). I was just going to thank you for posting what you discovered when you solved your issues, and contributing to the knowledge pool by doing so, and I saw the llSleep thing, and had to have a giggle at a little "running gag" of ours... By the way, thank you so much for posting what you discovered when you solved your issue. I like to think that doing so is part of good forum posting practice, and it's always to be encouraged. ^-^
  4. Turokhan is most likely referencing one of the scripts which moves the entire door linkset, probably by moving the root prim, as a hinge. Best solution I've found for such a script moving your entire build is not to link the door to your build. One of the nice things about building in SL though is that not everything has to actually be nailed together. So, short answer, if it's made to go in the door hinge, don't link it to the rest of the house or it will treat the house like a door.
  5. That's what I was hinting at; if you don't want it going to a height, that's the part to change. LADDERHEIGHT becomes DISTANCE (or something else convenient), and the movement is modified to be all side to side or back and forth (or "X" and "Y" directions), and not vertical (or "Z" direction). And yeah, there are a lot of ways to achieve the same effect, and similar effects, so looking into all of the different ways of controlling the movement of a prim should set you in good stead for this sort of thing in the future, too. You can have it float across, slowly, and can even do moving walkways (which are awesome for sci-fi settings), sideways-moving elevators, anything. Notice in the snippet Rolig quoted, STEPHEIGHT is in the "Z" portion of the vector (the parts separated by commas between the < and > symbols). It goes <X, Y, Z>, or forward-back, side-to-side, and up-down, in that order. Try switching the parts of this vector around and see what happens; you'll probably see exactly how to make the sort of changes you want.
  6. I think you could help him experience it in real life, but I don't think most men could ever look a woman in the eye again afterward.
  7. What she said, plus you might want to look for the old "flashdance" script and take a look at it. It's an older dancer script which is still in use by many people, though a couple of the opening global integers are better as floats... Integers don't handle hundredths of a second very well when trying to compile. <-<; It's available in several free script repositories online, pretty much unchanged since it was put up, as far as I can tell. EDIT: And while yes, you could probably use it as-is, you'll still want to make your own. Just use it as a learning tool, it's a bit dated.
  8. What she said, plus, if you'd like a little bit of a clue as to how you might use part of this in making a platform that moves the way you really want, look at the LADDERHEIGHT and STEPHEIGHT parts of the script, and the parts where it seems it might be doing things like getting a position, seeing what new position to put something at, and how it gets things to that position. Wink, wink, nudge, nudge...
  9. I sent the report, I'm Berksey's alt. I logged into the forum as my main by mistake, lol. Anyway, glad to know I did the right thing, thank you guys for checking it out. I used the "Fraud" category, explained it was someone I saw in a group chat, and looking at their profile (because I actually read profiles) I discovered the dodgy thing. I reported the group owner, and the group is on display in their profile. I also have a screencap on my computer of my screen with both the user profile (with group showing) and the group profile open to the relevant details. I don't know if that counts but I have it. Incidentally, I left the group I initially saw the user posting in, because I was sick of the constant spam in group chat (plus I had just been compelled to report this person, and it made me not want to be in the same group with them), but it's a large and popular one, and easy enough to find again; they made my avatar. And for what it's worth, I always knew you guys existed, and really do care, I met Kona in Linden Realms, and he was super polite and professional; I know you guys are real, and thanks for being there. And thank you, ChinRey, I myself should know how to spell it properly, too.
  10. Thrower script right here, in Solo's Repo... https://github.com/SoloMornington/Solos-Script-Repository/blob/master/super_advanced/[solo] Thrower 1.0.lsl And I'll be back in a few with something for your explodey object... EDIT: Here it is... might want to improve on it a bit, it's old... but it's a start, maybe. string sound = "pop"; integer startParam = 0; cloudies () { llParticleSystem([ PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK, PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.1, PSYS_PART_START_SCALE, <0.3, 0.3, 0.0>, PSYS_PART_END_SCALE, <5.0, 5.0, 0.0>, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE, PSYS_SRC_BURST_PART_COUNT,100, PSYS_SRC_BURST_RATE, 0.0, PSYS_SRC_MAX_AGE, 3, PSYS_PART_MAX_AGE, 5, PSYS_SRC_ACCEL, < 0.4, 0.4, 0.0 >, PSYS_SRC_BURST_SPEED_MIN, 1.0, PSYS_SRC_BURST_SPEED_MAX, 2.0, PSYS_SRC_ANGLE_BEGIN, 0.01, PSYS_SRC_ANGLE_END, 3.1, PSYS_SRC_TEXTURE, "cloud" ]); } default { on_rez(integer startup) { llSetLinkAlpha(LINK_SET, 1.0, ALL_SIDES); llPreloadSound(sound); llSetTimerEvent(4.0); } timer() { llPlaySound(sound, 1.0); cloudies(); llSetLinkAlpha(LINK_SET, 0.0, ALL_SIDES); llSleep(3.0); llDie(); } land_collision(vector pos) { llPlaySound(sound, 1.0); cloudies(); llSetLinkAlpha(LINK_SET, 0.0, ALL_SIDES); llSleep(3.0); llDie(); } } The thrown object must be set to physical (so it moves), and temporary (just in case it doesn't llDie() for some reason)... you can do that in the script, if you choose, it's somewhere around here if you search. Otherwise it'll just rezz in your face and explode. BTW, I linked to a complete script because it already exists, and can save you reinventing the wheel, but you'll naturally want to review the whole script and learn from it to make your own custom thrower. The bomb script below the link is just a sample of something I've used a lot, and is just to give you something to work with in making your own custom bomby thing. I have a Molotov Cocktail I got inworld a couple of years ago, and apparently it's been around for a while; I'd just give you that, but you sound like you actually want to construct your own and learn while doing it. I don't blame you, it's why I built my own too, it's way more fun. And the stuff I'm sharing is a bit old, and you might find better ways of doing it all, so don't just settle for what's here, look at the wiki and you'll get a much better picture.
  11. That is absolutely excellent. I'm so glad you got help, and it's working for you so far.
  12. I need to know this, also. Not enough sims have feral children. *thinks of what an Offspring RP community would be like... grins hugely*
  13. As for sims not paying police or firefighters, the ones I've known were grateful to get to roleplay those positions, and to have something to do that qualified as actual RP. They weren't police or EMS or such to get paid, they did it because it was the RP they were looking for, and someone said sure, come be a policeman with us. Believe it or not a lot of people in SL do things for reasons having nothing to do with anything material, or any sense of gaining some prize or payoff aside from the experience. I'm helping to build a sim. I've spent hours making the roads, uploading it all, texturing, adding streetcar tracks, aligning and realigning and re-realigning, and I haven't asked for one thin L$ for any of it. I'm helping the sim because I want to. SL is a pastime, and not all of the rewards are things we can spend. Landscaping is, as has been mentioned, a high-paying gig, and some of the best landscapers command pretty nice fees for their work, and it's worth it. On the other hand, one of my best friends is quite possibly the most organically artistic landscaper whose work I have ever seen in SL, and he does it all for free, only asking for a few L$ when he needs them for something for the job. He says that the feeling he gets from doing something beautiful for people is more than enough for him. At my home sim, I have full admin rights, my own tag (which I seldom bother wearing), and if I say I don't like someone, well... let's just say everyone else would be quick to block anyone I banned so they couldn't even complain about it, and yet, I have never banned anyone, and only ever ejected someone for trying to sexually assault my avatar (I play a kid, and also am not into being assaulted in any way, unless I'm doing consensual combat play). I know a lot of people want admin rights just to kick people around, but the ones who stand out for that might sometimes be blocking people's view of the ones who do it for the love of their respective communities, and trust me, there are many of them, too. I think that if people wish to be compensated for what they do, they have every right to be. I also feel that if people are happy with what they get in return for their hard work, they have every right to be. And if you are dismayed by how things are in SL, you have every right to be, as well.
  14. What he is asking is, in plain English, basically, "is there a way to use a script to make prims dragged out of inventory (or shift-click-drag copied) automatically position themselves properly, in relation to one another, by clicking on them?" I'm having trouble myself seeing how placing two scripted prims and recording their positions on the ground is going to help. He's not talking about building a rezzer. He wants to know if prims can be made to act like Legos, or snap-together building blocks, rather than having to copy and paste and readjust positions all the time. He is asking for help in crafting a builder's utility, something that simplifies the work of editing prims into place relative to each other prior to linking them, making it less tedious, and easier. Clicking the face of one prim, then another face on another prim, would be like applying adhesive to those faces, and the second (third, fourth, etc.) prim would "snap" into place. It's really a simple idea. If anyone knows how to do it, I would also be interested in knowing. EDIT: And yes, I realize that if this sort of thing can be done, it's probably already out there, but even if it's not, you never know what's possible until you try.
  15. A global variable like integer gLit; then, in your default section, state_entry, gLit = TRUE; (or FALSE, if it is set to "off" to start with), and then in your listen event if (message == "light" && gLit) { (function you wrote to light it); } else if (message == "light" && !gLit) { (function you wrote to turn it off); } will determine if it's lit or not lit, and the same command will trigger two different things, such as turning the light on or off. Same as Xijia's, just different way to go about it. Not as elegant, but I always know what it is and what it does when I see it in a script later (like mental script commenting ).
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