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Ayane Philly

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  1. For sure i´m missing something or everything but i´m trying my best in learning. I wanted this script gives a menu and shows object in range and then follow that objet (scripted object) i´m not sure what change when listing uuid from object or avatars, i´m a bit confused how to send the uuid, maybe that's my mistake but i´m not getting it. It's a non physical object. Any clue ? I would appreciate the help ❤️
  2. control(key id, integer level, integer edge) { integer start = level & edge; integer end = ~level & edge; integer held = level & ~edge; integer untouched = ~(level | edge); if(UP) { if (held & CONTROL_DOWN) Is there anyway to change held to another command that allows me to use CONTROL_DOWN but not pressed once?, I need it being pressed many times like pressing and releasing not holding it, i was trying but really i´m not sure what to do. Could be mixing two keys like turning them. If Someone may help me, i would appreciate it.
  3. How could i make all textures move in an object using only one script? llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES,0,0,0,0,0.8); I was using it but in each prim
  4. Ohh it could work, i´m goinna try, thanks
  5. I have an object and i wanna change it in size. I was using a script like this, but i don´t wanna use one script to each piece because the object has many prims and to set each prim size because the object has diferent sizes(the childs) is a pain in the ass. How could i change it with only one script?...I want it ONREZ, if anyone could help me with this...thanks. default { state_entry() { llSetLinkPrimitiveParamsFast(LINK_THIS, [ PRIM_SIZE,<1.15009, 1.15009, 1.15009>]); } on_rez(integer param) { float time = 0.2; llSleep(time); llSetLinkPrimitiveParamsFast(LINK_THIS, [ PRIM_SIZE,<5.12338, 5.12338, 5.12338>]); llSleep(time); llSetLinkPrimitiveParamsFast(LINK_THIS, [ PRIM_SIZE,<6.76777, 6.76777, 6.76777>]); ...................ETC..
  6. What is the correct way to change the bright glow and alpha in an object inside a timer? I wanna make a light that turnoff all and then on faster with a texture on it. default { state_entry() { llSetTimerEvent(2); } timer() { llSleep(0.5); } }
  7. llSetPrimitiveParams([PRIM_TEXT, "testing", <1, 0, 0>, 1.0]); Something like this? But it still being "hover".
  8. Is this posible to make a " hover "text into a child prim without script inside the child prim? i just dont want the text being "hover" the prim.
  9. I was trying to make something that makes a secuence of things while a key is holding but if the key is released then the secuence will stop. I´m working with this but if the key is not holding the secuence still being called until to finish it. How could i make it? control(key id, integer held, integer change) { integer pressed = held & change; integer down = held & ~change; integer released = ~held & change; integer inactive = ~held & ~change; if(SECUENCE) { if (held & change & CONTROL_DOWN) { llOwnerSay("1"); llSleep(1); llOwnerSay("2"); llSleep(1); llOwnerSay("3"); llSleep(1); llOwnerSay("4"); llSleep(1); llOwnerSay("5"); } if (~held & change & CONTROL_DOWN){ // llResetScript(); llOwnerSay("Released down."); }
  10. the bracket was just a mistake when posting here. But it seems it is == and not = in the DRAWN set to true
  11. Well i´m a bit confused right now with this..i can´t get how to make the scripts turn on the first comand if this was already on...i mean i wanna turn it off for a time and then if it was on it gonna turns on again, but if not it going just to keep off. if(llGetOwnerKey(id)==llGetOwner()){ if(message == "On") { DRAWN = TRUE; llInstantMessage( llGetOwner(), " ON"); else if ("off" == message){ DRAWN = FALSE; llInstantMessage( llGetOwner(), "OFF"); } else if("onifon" == message){ if (DRAWN =TRUE) { llSay(-222,"off"); llSleep(6); llInstantMessage( llGetOwner(), "onifon"); llSay(-222,"On"); } } }
  12. I got it took me a bit but i did ty
  13. Uhmm i´m using this but how could i make it ignore the owner? i can´t understand it, sensor (integer num) { integer i; { for(i=0;i<=num;++i) { vector p1 = llDetectedPos(i); llLookAt(p1, 1.0, 1.0); return; }}}}
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