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Everything posted by ainst Composer
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Hello! I build a vehicle and I have a question about physics shape. it will be a two-story bed and when I get up from the bed, it throws me up through the roof. How to make it not to throw up but push me inside? Any suggestions? all the other positions push me to the right way. I have an idea to make the roof not three cubic blocks but one continuous block curved in two places along the roof arc. What do you think will help? Does it depend on the thickness of the block? still get very thin.
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Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
Actually not very... What it is doing? -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
Awesome, it works! Thanks very much! -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
So i made it ... but it says Name not defined about Vel.z. How do i define Vel.z? SetInstruments() { if(llGetLinkName(instrument_link_number) != instrument_link_name) return; // we do this incase the links change float speed = ((llVecMag( <0.0,0.0, Vel.z>) * 1.94384) * speed_scale); //get the horizontal speed in knots and scale it based on what we set at the top of the script //Speed //////..... } -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
How to do this? Please advise? -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
If already such a topic, a related question arose: how to make it show only horizontal speed? (llVecMag ( <Vel.x,Vel.y,0.0> ) -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
Hi! Oh just copypaste, sorry! -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
Great! Thanks very much! -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
So If i just make it ... it will work? float speed = ((llVecMag ( <0.0,0.0, Vel.z> );) * 1.94384) * speed_scale); -
Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
Thanks very much! That is, in whatever direction I fly, it will show the speed, even when moving up / down, and I cannot convert it into a vertical speedometer, or I will have to redo the whole script? -
In general, I read the description of the hair and it turned out that they were tintable, I found out from the seller what bundle has white hair and just repainted it. turned out not bad! Thank you very much!
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Thanks very much! great hair! I was about to buy, but unfortunately I found out that they do not have that color ...
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Vertical speed - speedometer script
ainst Composer replied to ainst Composer's topic in LSL Scripting
Here is part of this script. Can you please tell me if this is here and what needs to be changed? SetInstruments() { if(llGetLinkName(instrument_link_number) != instrument_link_name) return; // we do this incase the links change float speed = ((llVecMag(llGetVel()) * 1.94384) * speed_scale); //get the horizontal speed in knots and scale it based on what we set at the top of the script //Speed float xyz_angles = (speed * -1.0) * (360.0 / 300.0) + 90.0; float angles_in_radians = xyz_angles * DEG_TO_RAD; // Change to Radians llSetLinkPrimitiveParamsFast(instrument_link_number, [ PRIM_TEXTURE, 0, instrument_needle_uuid, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, angles_in_radians]); } -
Hello! Is it possible to alter the script of the aviation speedometer, showing the horizontal speed in the speedometer, showing the vertical speed by rotating the texture?
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Hello! I have a question for all users of TX Gear scripts. How to add a passenger seat and adjust the position? Please help. ................... SOLVED!
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Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
//* script_starts_here // integer DOOR_PRIM = 2; integer DOOR_PRIM_2 = 3; integer DOOR_PRIM_3 = 4; integer DOOR_PRIM_4 = 5; integer run; default { touch_start(integer num_detected) { if(run) { run = FALSE; llSetLinkPrimitiveParamsFast( DOOR_PRIM, [ PRIM_POS_LOCAL, <0.0,0.0,0.0>, PRIM_LINK_TARGET,DOOR_PRIM_2, PRIM_POS_LOCAL, <0.0,0.0,0.0>, PRIM_LINK_TARGET,DOOR_PRIM_3, PRIM_POS_LOCAL, <0.0,0.0,0.0>, PRIM_LINK_TARGET,DOOR_PRIM_4, PRIM_POS_LOCAL, <0.0,0.0,0.0>]); } else { run = TRUE; llSetLinkPrimitiveParamsFast( DOOR_PRIM, [ PRIM_POS_LOCAL, <0.0,0.0,0.0>, PRIM_LINK_TARGET,DOOR_PRIM_2, PRIM_POS_LOCAL, <0.0,0.0,0.0>, PRIM_LINK_TARGET,DOOR_PRIM_3, PRIM_POS_LOCAL, <0.0,0.0,0.0>, PRIM_LINK_TARGET,DOOR_PRIM_4, PRIM_POS_LOCAL, <0.0,0.0,0.0>]); } } } //* script_ends_here Just replace with your values! Thank you again! -
Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
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Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
But is there any way, maybe even a script with which i can find out these vectors? -
Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
Awesome! Fantastic! You guys fabulous! Thank you so much! But now the question how do i bring the doors back to original position? -
Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
and it becomes physical, temporary and phantom, i see why it jumps - its physical, because of my clicks -
Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
When i make it: llSetLinkPrimitiveParamsFast( DOOR_PRIM, [ PRIM_POS_LOCAL, <0,1,0>, DOOR_PRIM_2,PRIM_LINK_TARGET, PRIM_POS_LOCAL, <0,2,0>, DOOR_PRIM_3,PRIM_LINK_TARGET, PRIM_POS_LOCAL, <0,3,0>, DOOR_PRIM_4,PRIM_LINK_TARGET, PRIM_POS_LOCAL, <0,4,0>]); it acts this way, only first prim moves, and whole link set jumps up a little and disappears after a while. -
Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
integer DOOR_PRIM = 2; integer DOOR_PRIM_2 = 3; integer DOOR_PRIM_3 = 4; integer DOOR_PRIM_4 = 5; default { touch_start(integer num_detected) { llSetLinkPrimitiveParamsFast( DOOR_PRIM, PRIM_LINK_TARGET, PRIM_POS_LOCAL, <0,0,0>, DOOR_PRIM_2,PRIM_LINK_TARGET, PRIM_POS_LOCAL, <0,0,0>, DOOR_PRIM_3,PRIM_LINK_TARGET, PRIM_POS_LOCAL, <0,0,0>, DOOR_PRIM_4,PRIM_LINK_TARGET, PRIM_POS_LOCAL, <0,0,0>]); } } I did something incomprehensible -
Sliding linked four parts door script
ainst Composer replied to ainst Composer's topic in LSL Scripting
I absolutely agree with you but I was asked to do just that