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ainst Composer

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Everything posted by ainst Composer

  1. Hello! when baking textures in a blender, *blocky* jaggedness appears, how to remove it? texture resolution 2048x2048. I use blender render, selected to active normals/ao baking method, and these are my settings: I even tried 4096x4096 and changed the interpolation option on the Image node from "Linear" to "Smart" but it didnt helped.
  2. Wow! Thanks a lot! And in which part of the script it goes?
  3. Hi! Thanks very much! I need to replace a State_Entry event with this one or add this event? And it will help even if i only reposition object too?
  4. And a special reward goes to a legendary person who knows about Second Life more than the whole Linden Labs put together, which has helped so many people so many times! thank you very much @Rolig Loon !
  5. Hello! I have such a funny script, it works fine, but for some reason, every time I change the position of the object or just rez it from inventory, I have to reset the scripts. otherwise, the object either flies up to the sky or moves to its original position. why it happens? string animation; // the first animation in inventory will automatically be used // the animation name must be stored globally to be able to stop the animation when standing up integer k; integer flip = 1; list params; vector pos; integer link = 0; default { state_entry() { // set sit target, otherwise this will not work llSitTarget( < 0.0, 0.3, -1.0 > , <0.0, 0.0, -1.0, 1.0> );//*** ///ZERO_ROTATION params = llGetLinkPrimitiveParams(LINK_ROOT, [PRIM_POSITION]); pos = llList2Vector(params, 0); } changed(integer change) { if (change & CHANGED_LINK) { key av = llAvatarOnSitTarget(); if (av) //evaluated as true if not NULL_KEY or invalid { llRequestPermissions(av, PERMISSION_TRIGGER_ANIMATION); llSetTimerEvent(0.02 + llFrand(0.1)); } else // avatar is standing up { if (animation) llStopAnimation(animation); // stop the started animation llResetScript(); // release the avatar animation permissions llSetTimerEvent(0.0); } } } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { animation = llGetInventoryName(INVENTORY_ANIMATION, 0); // get the first animation from inventory if (animation) { llStopAnimation("sit"); // stop the default sit animation llStartAnimation(animation); } } } timer() { llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_POSITION, pos + ((flip = -flip) * < 0.02, 0.01, 0.01 > )]); } }
  6. @Fenix Eldritch @Ruthven Willenov I decided to divide the announced reward for this script between you. Thank you very much for your efforts! Special thanks to @Rolig Loon! SOLVED!
  7. @Fenix Eldritch @Ruthven Willenov I decided to divide the announced reward for this script between you. Thank you very much for your efforts! Special thanks to @Rolig Loon!
  8. @Fenix Eldritch @Rolig Loon @Ruthven Willenov Hello! Thank you very much! almost everything is ready, just for some reason, the ball moves first and only after then the animation is triggered. Is it possible to synchronize them or at least somehow reduce the gap between ball movement and avatar animation? or swap them - first animation and then ball moving? myFunction() { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); integer x = 0; for (x = 0; x <= 10; x++) //this loop moves the ball up { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, 0.05 > ]); //put command to increment prim's local position here llSleep(0.1); //put command for 0.1 sleep here } for (x = 0; x <= 10; x++) //this loop moves the ball down { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, -0.05 > ]); //put command to decrement prim's local position here llSleep(0.1); //put command for 0.1 sleep here } } default { state_entry() { llSetTimerEvent(10); } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { llStartAnimation("backflip"); } } timer() { // // llOwnerSay("Let's call a user defind function!"); myFunction(); // llOwnerSay("We did it!"); } } 3 seconds timer example:
  9. @Fenix Eldritch @Rolig Loon Take a look please I messed up with animations and timers. myFunction() { integer x = 0; for (x = 0; x <= 10; x++) //this loop moves the ball up { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, 0.05 > ]); //put command to increment prim's local position here llSleep(0.1); //put command for 0.1 sleep here } for (x = 0; x <= 10; x++) //this loop moves the ball down { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, -0.05 > ]); //put command to decrement prim's local position here llSleep(0.1); //put command for 0.1 sleep here } } default { state_entry() { llSetTimerEvent(10); llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { llStartAnimation("animation"); llOwnerSay("animation will end in 1 second"); llSetTimerEvent(1.0); } } timer() { // // llOwnerSay("Let's call a user defind function!"); myFunction(); // llOwnerSay("We did it!"); llSetTimerEvent(0.0); llStopAnimation("animation"); } }
  10. @Fenix Eldritch @Rolig Loon Hooray! progress! I only need to add animation! myFunction() { integer x = 0; for (x = 0; x <= 10; x++) //this loop moves the ball up { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, 0.05 > ]); //put command to increment prim's local position here llSleep(0.1); //put command for 0.1 sleep here } for (x = 0; x <= 10; x++) //this loop moves the ball down { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, -0.05 > ]); //put command to decrement prim's local position here llSleep(0.1); //put command for 0.1 sleep here } } default { state_entry() { llSetTimerEvent(10); } timer() { // llOwnerSay("Let's call a user defind function!"); myFunction(); llOwnerSay("We did it!"); } }
  11. @Fenix Eldritch Wow thanks very much! thats a progress! Ok so heres what i got. Now i need to add timer and animation... myFunction() { integer x = 0; for (x = 0; x <= 10; x++) //this loop moves the ball up { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, 0.05 > ]); //put command to increment prim's local position here llSleep(0.1); //put command for 0.1 sleep here } for (x = 0; x <= 10; x++) //this loop moves the ball down { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_POS_LOCAL, llGetLocalPos() + < 0, 0.0, -0.05 > ]); //put command to decrement prim's local position here llSleep(0.1); //put command for 0.1 sleep here } } default { state_entry() { llOwnerSay("Let's call a user defind function!"); myFunction(); llOwnerSay("We did it!"); } }
  12. If you carefully read my question, you will see the word "unnoticed". if you are a maniac of undue attention and communication - this is your problem.
  13. Thank you very much! I have absolutely no idea how to create a new function. Any tips? Yes, by the way, I announced a small reward for this script. in the section Wanted. Please help!
  14. like this: Once every ten seconds, a timer is triggered. nonlooped one-second avatar animation is played - tossing the ball. for this second, the ball has time to fly up and down. everything repeats in every 10 seconds. in fact, the whole action lasts one second and repeats every 10 seconds. but of course i can make special 10 seconds animation with throwing/catching action on first or last second... but still the ball movement up/down will take only one second. 10 seconds pass between each toss and nothing happens.
  15. I found this example its very close to what i need. But I need to embed ball movement into it. //Emmas Seetan string animationToBePlayed = "drink"; integer flag; default { on_rez(integer start_param) { llResetScript(); } attach(key id) { // when being detached if(id == NULL_KEY) { integer currentPerms = llGetPermissions(); if (currentPerms & PERMISSION_TRIGGER_ANIMATION) llStopAnimation(animationToBePlayed); } } changed(integer change) { if (change & (CHANGED_OWNER | CHANGED_INVENTORY)) { // stop animation for old owner integer currentPerms = llGetPermissions(); if (currentPerms & PERMISSION_TRIGGER_ANIMATION) llStopAnimation(animationToBePlayed); // reset script to get new owner llResetScript(); } } state_entry() { key owner = llGetOwner(); llRequestPermissions(owner, PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer perm) { if(perm & PERMISSION_TRIGGER_ANIMATION) { llStartAnimation(animationToBePlayed); llSetTimerEvent(10.0); } } timer() { if(flag & 1) llStartAnimation(animationToBePlayed); flag = (flag + 1) % 4; } }
  16. Animation of avatar's throwing hand once a 10 seconds Ball is moving up and down once a 10 seconds
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