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Cinder Darkheart

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Everything posted by Cinder Darkheart

  1. Qie Niangao idea worked just fine Basic test on my end string Convert(integer amount) { integer Copper = amount % 100; integer Silver = (amount/ 100) % 100; integer Gold = amount / 100; return "C:" + (string)Copper + " S:" + (string)Silver + " G:" + (string)Gold; }
  2. I have this whole code I have made, up to this point. So what will happen is a number will come throw like say 1,000, I wan to break that down into amounts like a coin system, But I can seem to rap my head around how lsl would handle the formula I want to use. This is just for display only on a hud, the total amount is a single integer stored for use else where. IE 100 gold = 1 palatium 100 silver = 1 gold 100 copper = 1 sliver any tips would be great full thanks
  3. Not sure if its possible, I'm looking for a way to set a timer to fire off at the top of the hour. So I guess I'm looking for a way to set a timer based off how many mins are left in the hour so the time will fire off at the top of the hour.
  4. tested you said with BOOT_TIME = (integer)llGetObjectDesc(); integer days = llRound((BOOT_TIME/60/60/24)); llSetText((string)days, <1,0,0>, 1.0); and it seem to work for me Wulfie thanks for your help on that. now to test it out for a few days woot woot.
  5. I have never used llGetUnixTime, so math wise when I can it back up how would I go back doing the math end of it wulfie. I get what your telling me on this. storing the time end. But you lost me at (seconds/60/60/24). Truth be told not that great when it comes to mixing lsl with math.
  6. I think I miss worded what I'm trying to do lol. So so what is going to happen is going to happen when the object rezes and picks up the new owner under change. Its going to get the date it was rezzed and store it in the object description. I have it coded at midnight ever night to check it 45 days has passed. With that being said it will log the date of the last check. So if they pick it up on day 3 and put it into there pocket and have it derezzed for say a week and rerez it I want it to pick up the days that have passed. so any thing that stores time in the scripts will fail on what I'm trying to do. or if they some how are able to reset the scripts. My thing is I have ever end coded for anti cheat but the days not rezzed and the days of life on it. Thats why I was trying to used like the age checker used in the old school days to check the date offsets but it would only work if I changed the year only. My items have a max life of 45 days and have to be able to pick up days passed if not rezzed in world.
  7. I would but if some how they were able to reset the script than there days would start over, the reason I'm using date is the have it stored in the link set to be read on each rez and or reboot of the script
  8. 1st ~ I have been trying to come up with a way for days passed. I have used the one from the wiki and from https://www.outworldz.com/ both seem to return 0 no matter on the date unless I change the year. I not looking for that far and I need to check the rez date from the day they first rez it for a max of 45 days. not years :0 any tips on that would be helpful. 2nd ~ has any one played around with the Swimming Critter Script from DPW. I can't seem to find the one I moded a few years back. And now I'm having trouble keeping it in the area I want it to stay in and 2nd getting it to work not in linden water. I know I can by one off the MP but that's just a mod of the same Swimming Critter Script from DPW and I don't feel the need to support mods of premade scripts.
  9. @ Wulfie Reanimator I know its a little late, but me and few friends coded a full on combat systems based off AOEs, HOTs, DOTs, Buffs, And DEBUFFS, we were told by the Combat / Roleplay committee. don't even try that here. Odd thing was our system worked in many themes and would pick up where the said item hit you and would base its damage off the body part hit and how far from you they were from you. Also the type of bullet each had it own damage count. But hey so many call sl a game, when we all know its not, but when I gummer codes a system we get told don't try it here.
  10. that's what I would do my self but I recall some one stating using to many lists would cause lag and I'm all ready running 5 lists total in my 3 scripts. I found the idea from a script that would take a texture 1 - 99 and place a number on the face. Thing is theirs was 10 across and 10 down. For some odd reason when I would mod just their snippet is fails but works on there's on side numbering // :CATEGORY:Building // :NAME:Side_Numbering // :AUTHOR:Xylor Baysklef // :CREATED:2010-01-10 05:20:56.000 // :EDITED:2013-09-18 15:39:02 // :ID:751 // :NUM:1034 // :REV:1.0 // :WORLD:Second Life // :DESCRIPTION: // Side Numbering.lsl // :CODE: //////////////////////////////////////////// // Side Numbering Script // // Written by Xylor Baysklef //////////////////////////////////////////// /////////////// CONSTANTS /////////////////// key NUMBERS_TEXTURE = "fc8df679-ca1b-3ec9-c4ce-b1c832b5b5ce"; ///////////// END CONSTANTS ///////////////// ///////////// GLOBAL VARIABLES /////////////// /////////// END GLOBAL VARIABLES ///////////// ShowNumber(integer num, integer face) { integer Row = num / 10; integer Col = num % 10; llOffsetTexture(-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, face); } default { state_entry() { // Reset rotation, alpha, color and turn off animations. llRotateTexture(0.0, ALL_SIDES); llSetAlpha(1.0, ALL_SIDES); llSetColor(<1, 1, 1>, ALL_SIDES); llSetTextureAnim(FALSE, 0, 0, 0, 0, 0, 0); // Show the numbers texture. llSetTexture(NUMBERS_TEXTURE, ALL_SIDES); llScaleTexture(0.1, 0.1, ALL_SIDES); // Go through each side and show a number. integer i; for (i = 0; i < llGetNumberOfSides(); i++) { ShowNumber(i, i); } } }
  11. Trying to take a texture that has 8 rows and 8 columns and when I state a cell number it sets that row and column on command. So far I have it pulling from the center of the texture and well I want to start at the top go across in order. R1 C1 C2 C3 R2 C1 C2 C3 R3 C1 C2 C3 etc ShowNumber(integer num, integer face) { integer Row = num * 8; integer Col = num * 8; llOffsetTexture(0.0620 + 0.125 * Col, 0.0620 + 0.125 * Row, face); } default { state_entry() { ShowNumber(12, ALL_SIDES); } }
  12. Sorry moved! Trying to take a texture that has 8 rows and 8 columns and when I state a cell number it sets that row and column on command. So far I have it pulling from the center of the texture and well I want to start at the top go across in order. R1 C1 C2 C3 R2 C1 C2 C3 R3 C1 C2 C3 etc ShowNumber(integer num, integer face) { integer Row = num * 8; integer Col = num * 8; llOffsetTexture(0.0620 + 0.125 * Col, 0.0620 + 0.125 * Row, face); } default { state_entry() { ShowNumber(12, ALL_SIDES); } }
  13. never really tried to do this myself until now. And I'm not sure where to begin. What I'm trying to do is look at prim and get the size on one side from the center out. Basically half of the prim. one side can be 3 meters out from the center and the other side 10 meters out. I'm thinking I might be in the right ball park not sure. Using two prims for this using the script in a child prim the size get the basic size on an area. vector size = llGetScale(); vector pos = llGetLocalPos(); float sizex = (size.x/2) + (pos.x/2); float sizey = (size.x/2) + (pos.y/2); float sizez = (size.x/2) + (pos.z/2); llOwnerSay((string)sizex + " " + (string)sizey + " " + (string)sizez);
  14. What would be the best way to handle setting a prim to face north? Not looking to make a compass just need to force the prim to face north on rez on calls of an update.
  15. Thanks Qie I will give it a try, is add more detail to some prim water I'm making step one is down on getting the faces on the mesh right goal lol. step two is get the water to simulate wind blowing across the water. one thing I hated in all my years in sl water always see blah if you were using a prim for it. Just trying to make it more life like for me being I'm using specular mapping on my mesh to make it look that much sweeter!
  16. taking region wind and applying to a mesh I made, I want the texture to move with the wind do not really have to be smooth just not jumpy as it I will only fire off ever 10 to 15 mins but I don't want the jump to be to fast aiming keep it from being seen if any one is looking at it.
  17. I'm on a witch hunt here lol. I'm in need of texture "Texture Rotation" that slides smoothly and stops on a given float. I'm already using TextureAnim and so that will not work for what I need. Any tips on how I would go about doing this.
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