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Ayane Philly

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Everything posted by Ayane Philly

  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; }}}}
  14. https://gyazo.com/a7231cc6616c9f1dcaf9a81a4398027a Something like it, that look at, but ignoring the owner and when the person jump or something like that the object rotate too (no physical object)
  15. You mean llSensorRemove(); ?. And about the look at ignoring owner how it could work exactly i was testing but it is now working well llStopSensor();
  16. I wanted to make a non physical object that looks at near avatar repeatly with a rotation, (ignoring owner) and when only the owner is around it stops the sensor line. Basically I have this: }on_rez(integer rez) { llSleep(2); llSensorRepeat("", NULL_KEY, AGENT, 40, PI, 0.3); }sensor(integer detected) { llRezAtRoot("Object", llGetPos()+ <3, 0.0, 0.0> *llGetRot(),llRot2Fwd(llGetRot())*30, llGetRot(), 0); } no_sensor() { } }
  17. Yay i got it just added a toggle switch and it is now perfect. Really ty very much ❤️
  18. list lAllPositions; vector vOffset = <0,0,2>; integer i = 2; default { state_entry() { } touch(integer num_detected) { // I just fixed this so it starts with link #2. while ( i <= llGetNumberOfPrims() ) // Get the local positions of all prims { lAllPositions += [ llList2Vector( llGetLinkPrimitiveParams( i, [ PRIM_POS_LOCAL ] ), 0) ]; // Load them in a list ++i; } llSetLinkPrimitiveParamsFast(LINK_SET, [ 34, 2, PRIM_POS_LOCAL, llList2Vector(lAllPositions,0) + vOffset, 34, 3, PRIM_POS_LOCAL, llList2Vector(lAllPositions,1) + vOffset, 34, 4, PRIM_POS_LOCAL, llList2Vector(lAllPositions,2) + vOffset ,lAllPositions ]); } }
  19. [script:New Script] Script run-time error [22:05] Lists may not contain lists
  20. lAllPositions += [ llGetLinkPrimitiveParams( i, [PRIM_POS_LOCAL] ), 0) ]; Error Syntax
  21. Well i really did not get it well So maybe i should try to find other way.
  22. Uhmm i´m really not getting ho to do it exactly I´m a but new and i´m trying but it is not working at all.
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