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ItHadToComeToThis

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Everything posted by ItHadToComeToThis

  1. Let's lighten it up a bit. Post your favourite SL related memes. Here is one of mine.
  2. I would have thought, given the 2048 textures are four times the size of our current 1024 max upload, that the price would be... Base: 40 Premium: 20/30 PP: Free/10 Not 50 for base.
  3. I was just wondering how it was pronounced. Is it "zoch-til", "x-och-til", "z-ogh-til".
  4. Granted but at midday each day, she bursts forth into a full Noel Coward performance, regardless of where she is. On the toilet? Noel Coward. In work? Noel Coward. I wish that I could travel the galaxy, via teleportation.
  5. Look up ThaPlug, they have six sims all done out nicely with houses, apartments etc to rent. Its basically a giant city / urban landscape community where people live.
  6. This works pretty well each time, iv used it in a system in the past. I was trying to achieve it a number of years ago, and managed to get quite far, but was unsure of how to calculate the angle as it wasn't something I had done before in this way. @Rolig Loon was kind enough to help me figure it out at the time. Though I do get what you are saying about +100 avatars, you would need to figure out a way to factor that in if possible. avatarInFront(){ list avatars=llGetAgentList(AGENT_LIST_REGION,[]); integer i=-1; while(++i<llGetListLength(avatars)){ list temp=llGetObjectDetails((key)llList2String(avatars,i),[OBJECT_POS]); vector myPos=llGetPos(); vector avdir=llVecNorm((vector)llList2String(temp,0)-myPos); vector lookdir=llRot2Fwd(llGetRot()); float dp=avdir*lookdir; if(RAD_TO_DEG*llAcos(dp)<45.0){ if((key)llList2String(avatars,i)!=llGetOwner()){ if(llVecDist(myPos,(vector)llList2String(temp,0))<2){ llOwnerSay("Found Avatar : "+llKey2Name(llList2Key(avatars,i))); } } } } } default{ touch_start(integer x){ avatarInFront(); } }
  7. I make all my melee work via left click in general that Includes both standard and mouse look clicking. A good method I found was to use gestures. Use left click for your base rotation of moves and use gestures to activate more complex attacks on your next click. If you really want to do multi key combos. I posted something a while back that was a VERY rough draft of exactly that. I managed to achieve quite a significant number of combinations and there were still more that could be done. If you go back through this forum you will find it. It’s very rough though and not even remotely polished. More of code dump brain storming session. If you wanted avoid sensors and raycast. You could use llGetRegionList. Then loop through and detect how many avatars are around you, and how many of those are in front of you within X angle. It works just as well as a sensor and just as quickly.
  8. What I mean is, where did I go wrong in the Y line. Why won't it divide up the hit box horizontally using the same method for the Z axis. I understand I can't do arm hits, which is sad but it's whatever. I just want to know what im missing in the code to do it horizontally on the hit box. More just for my own knowledge.
  9. Even if that's the case. Do you know where I have gone wrong? I would still like to solve the issue even if the plan I was after won't work.
  10. So, I have managed to get to the following point. The sizeZ values are working and detecting the crotch, stomach etc perfectly fine. When shooting an avatar with raycast. But, I can't get the same process to work on Y. What am I missing here. I want to include arm hits and pref leg hits string calcHitPos(vector hitPos, key theirKey, vector theirPos){ llOwnerSay((string)hitPos); vector avSize=llGetAgentSize(theirKey); float sizeZ=avSize.z/2.0; float sizeY=avSize.y/2.0; if(hitPos.y>=(theirPos.y-(0.1*sizeY))&&hitPos.y<=(theirPos.y+(0.1*sizeY))){ if(hitPos.z>=(theirPos.z-(0.1*sizeZ))&&hitPos.z<=(theirPos.z+(0.25*sizeZ))){ return "crotch"; } if(hitPos.z>(theirPos.z+(0.25*sizeZ))&&hitPos.z<=(theirPos.z+(0.5*sizeZ))){ return "stomach"; } if(hitPos.z>(theirPos.z+(0.5*sizeZ))&&hitPos.z<=(theirPos.z+(0.8*sizeZ))){ return "chest"; } if(hitPos.z>(theirPos.z+(0.8*sizeZ))){ return "head"; } }
  11. The moment you said that I was like ohhhh you can as well….not even difficult. I think I have a problem of over thinking sometimes.
  12. I looked on there but I didn't see the answer to my question. The target is one single object, so there won't be any other links.
  13. If I shoot a ray at a prim, I can detect the position that the ray hit at in region coords. Is there a way to convert this to a surface position. Similar to how you can use llDetectedTouchST to determine click coords, can you do anything similar with raycast? I have a target that has circles in, each circle has a number, I would like to be able to create a scoring system.
  14. That's interesting, I will def give that a go. At present I have five scripts in the hud, all requesting their own experience key storage. I want to streamline it a bit and have it all happening in one script.
  15. The original announcement did list who would be in it, he was one of them, and it was listed for Thursday. It then changed on the day I originally posted this to what it is now. Given the thing about the thing, it's probably the thing.
  16. If I use a single script to store data to an experience from a combat system. That would store the data for multiple sets of stats. Is it better to use a single key for requesting. Or am I better splitting it up into key mainStats, key meleeStats and have each set of stats have its own if(reqID== if I did the second method I would have to have a request, modify and save key for each set of stats.
  17. Wasn't there supposed to be a Lab Gab tomorrow? Post has been changed from Thursday to "airing on socials in the near future". Dammit, I wanted to know about the mobile viewer!
  18. That was really helpful advice, thank you. Am I right in thinking that when you cross into a region, the attachments you have on, for a brief second, aren't attached to you while they load into that region? It seems adding a short delay to the meter check, fixed an issue where the HUD would sometimes attach when you enter a new region, as if it couldn't find the meter you were wearing?
  19. Yeah, the meter and the hud coexist, if you detach one it detaches the other. You have to be wearing both or none at all. I guess i could just Rez the hud directly. It would technically just do the same as Box B I guess. I think I was over thinking that bit.
  20. Sorry, I thought I had explained clearly enough but I can see how it might be confusing. So, the reason for Box B is because of Box B asking the question of "is the hud on", and I wanted to be able to Rez multiple Box B's and leave Box A looping through the people on sim. Then I found out that Box B wasn't grabbing the UUID quick enough so had to start adding delays to allow it to do so. However, I figured out a better method than asking "is the hud on" and that's checking the avatars attachments for the overhead meter. If the meter is attached, then Box B doesn't Rez and simply dies. The HUD has stopped occasionally detaching when you cross regions now which im happy with, but if theres a better method to be used here then Im happy to explore it. I will play around with the object_rez method , I had forgotten that event existed to be honest.
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