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AnitaLaDodyx

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  1. Hello Emma! That's a great thought! I hadn't considered that one! Thank you so much for responding and trying to help. I'll have to look into giving that a try!
  2. Hello. I tried posting this yesterday in the LSL Scripting forum, but I haven't gotten any responses. So I thought I'd try my luck here. I'm looking for a little help from someone who knows even a little more about scripting than I do...hopefully someone familiar avsitter, or possibly black tulip moving parts...and that can explain what I need to do in non-scriptor terms...lol. In a nutshell, I'd like to get the avsitter "move prim by pose" script to respond to a BUTTON in the avpos card, either instead of OR in addition to a POSE or SYNC. The full details are these: I have an item with a door. I'd like the door to open and close by touch with a simple door script when no one is sitting (simple enough). However, I'd also like a sitter to have the ability to open, close or slightly open the door regardless of the pose/sync they're in (hence the BUTTON). Finally, I'd like to use the script as intended and have the door in certain positions based the given pose or sync. Both latter options would be great, but just the BUTTON method would be wonderful too. I've tried messing with send/receive link messages a little, but clearly haven't found the right combination. I'm familiar with the Black Tulip Moving Parts script as well, and may or may not use it in this project depending on the results I get here...so if someone knows a better way with the BT scripts to accomplish what I'm looking for, I'd be perfectly happy with that as well. Thanks so much for any help, advice or guidance!
  3. Hello. I'm looking for a little help from someone who knows even a little more about scripting than I do...hopefully someone familiar avsitter, or possibly black tulip moving parts...and that can explain what I need to do in non-scriptor terms...lol. In a nutshell, I'd like to get the avsitter "move prim by pose" script to respond to a BUTTON in the avpos card, either instead of OR in addition to a POSE or SYNC. The full details are these: I have an item with a door. I'd like the door to open and close by touch with a simple door script when no one is sitting (simple enough). However, I'd also like a sitter to have the ability to open, close or slightly open the door regardless of the pose/sync they're in (hence the BUTTON). Finally, I'd like to use the script as intended and have the door in certain positions based the given pose or sync. Both latter options would be great, but just the BUTTON method would be wonderful too. I've tried messing with send/receive link messages a little, but clearly haven't found the right combination. I'm familiar with the Black Tulip Moving Parts script as well, and may or may not use it in this project depending on the results I get here...so if someone knows a better way with the BT scripts to accomplish what I'm looking for, I'd be perfectly happy with that as well. Thanks so much for any help, advice or guidance!
  4. Thank you both so much! That sounds very promising! I only hope I can figure out which calls/commands go where within the script itself...or how to marry them with what I have.
  5. Hello all! I hope you all (whoever may celebrate) had a wonderful Thanksgiving! I had an idea but I don't know if it's possible and I'm hoping to get some guidance. I'm wondering if there's a way to write a script (or edit an existing one) to be able to teleport to an OBJECT...no matter where that object may be. I have a "Teleport on Collision" script using experiences and the idea is to use that to TP to a room. BUT I'd like to use that room as a PROP, so that the end user can rez it and place it anywhere (which means any traditional TP destination would change), but I'd still like the TP to send the person to the room, wherever it may have been placed. I was thinking something along the lines of telling the TP script to find an object name or description and sending the Avi there...but I'm no scriptor by any means. So, like I said, I'm not sure that's even possible, so I wanted to put out a feeler and see if anyone had any thoughts. Any advice or input would be greatly appreciated! Thank you! XO Anita
  6. Wow! Awesome responses! Thank you all so much! That's a lot to process and work through, but should a great learning experience! Sorry for the delayed response...stepped away to RL for a bit. And to Jenna Huntsman....the intent is for the ultimate owner or wearer to have that option, not just the creator. It's not intended for unpacking, but rather to offer something to someone....like say a flower or something, but also where a "random clicker" would receive one as well. Just a fun little RP enhancement type thing.
  7. Thank you Profaitchikenz Haiku. I figured it could be done. Can the 2 types be used or written together? And now if only I knew more about scripting! lol
  8. Hello all. Looking for a little advice. I'd like to do a simple little giver object, worn by the owner, but I'd like it to be able to give out an object in 2 ways....which I'm not sure is possible. I'd like to be able to give it out as usual, with someone touching it and receiving the object...simple enough, and plenty of scripts available. BUT, I'd also like the ability for the OWNER to touch it and offer the object to another specific avi. I think I've seen something like this done before, but not sure....and not sure I can mix the 2 abilities in one object or script if it's possible at all. So I'm just wondering if anyone has any advice or knowledge of whether it can be done or maybe of an existing script that does this. Thank you for any help! -Anita
  9. Yes, I know that's an option....and perhaps the only one I may end up having. But I do strongly prefer a build like I've done in the past...where there can be interaction WHILE driving as well...with no separate driving and animation engines. Everything working together and smoothly all at once. But again, I'm exploring to all options. I've never built a car like that before, with swapping physical and non-physical, I'm not certain how to go about that yet either...but again, something that would be clearly worth learning.
  10. Thank you so much, Molly. I'll give it a shot. Though I'm not sure it will satisfy what I'm trying to accomplish...or that it's not outside the scope of my abilities...lol. But it's worth trying to learn something new. Thank you again.
  11. Yes, Molly, that's kind of what I'm afraid of...it's beginning to look like those are the only options. I don't think the impulse engine is going to what I would hope. But I'd still like to try it out, just to see for myself and so I have a better understanding of it's abilities and limitations, as well as possible uses, if not for this particular project. But I haven't been able to figure out how to build it yet.
  12. Exactly, Qie. That's what I'm trying to find out. Maybe it's an option, maybe not....maybe there's nothing I can do, in which case (sadly) I've have to abandon the project. But I'm trying to explore all options and/or ideas. And thank you again.
  13. Hello Qie...and thank you. Yes, AVsitter can be script heavy, but if you've seen my other vehicle, you'd know why I use it. There are many wonderful vehicle builders in SL, so I wouldn't bother if making a car if that was all I was trying to accomplish. I try to add much more than it just being able to drive....I add interactions with the driver, while driving and without the need for anyone having to sit on other parts of the vehicle for additional menus. But no, there's no confusion...I'm well aware that that's exactly the problem. And I've already attempted using numerous animations, which is how I narrowed the issue to the hitbox being the problem....the height of the vehicle's push off the ground would change with varying anims, but the hitbox would remain in the same place above the ground. Which is precisely why I'm trying to learn what I can from anyone who has experience building combat vehicles....as it seems they are able to make the avatar/hitbox phantom...so the vehicle absorbs the hits, and not the avatar. On the surface, at least, this seems like something that may be able help solve the issue. But as arton pointed out, it may still not correct the ground collision. But that's what I'm trying to find out from anyone who's built one. I'm trying to hunt down anything that might be a workaround without having to swap all the animations for higher hitboxes....that would just be impossible for the kinds of vehicles I build.
  14. Hello arton...thank you for responding. Yes, there was. But as I understand it (from reading other forum posts), combat enthusiasts lobbied LL successfully to keep it as a feature for combat. Now, the rest may be true about the ground...I can't say for sure, since they mostly build tanks which would have higher seats, I imagine. But that's what I'm trying to find out and understand by trying to find info from anyone who has experience in working with them or building them.
  15. Hello again, animats. Yes, I understand...and I have one...several, actually. Plus many, many others that are intended to go into the build. And again, I'm using avsitter to override the vehicle sit position. But either way, even if I was using the vehicle's "sit", the issue is the avatar's hitbox pushing the car off the ground once it turns physical (as shown in the pics). The sit target/position won't matter if the animation's hip height is too low once placed in position. And even if I get a "drive" animation that has a suitable height, to replace ALL the other animations isn't feasible. At least to me, would not be worth it in time or L$....especially since there's no guaranty any of them would fit. To make the build worthwhile, I'm thinking the best option at the moment would be some workaround to try to make the hitbox phantom...or something similar.
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