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Leo Cloud

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Everything posted by Leo Cloud

  1. I have cut the song under 10 seconds but when i put it in a box and wear it it only plays the first 9 seconds of the first clip but wont go to the next clip if that makes sense
  2. I know this but with the script it doesn't work is what i am saying
  3. I am interested if you can turn this into a walker? to make lets say 20 seconds instead of 10 seconds
  4. Hi there what is your specs of your mini pc?
  5. Hi am thinking of making a companion I have a 3D model but how do I make it skeleton for it?
  6. yes this helped alot but when I remove a line this is what happened is there something I am missing?
  7. Do I just copy this code here into my script or? list numbers = [3, "three", 2, "two", 1, "one"]; default { state_entry() { llOwnerSay(llDumpList2String(numbers, ",")); // Object: 3,three,2,two,1,one integer index = llListFindList(numbers, [2]); if (index != -1) { numbers = llListInsertList(numbers, [2.5, "two and a half"], index); llOwnerSay(llDumpList2String(numbers, ",")); // Object: 3,three,2.500000,two and a half,2,two,1,one } } }
  8. I would like to center everything in the middle and move the date up under the word of scheduled server maintenance the loading..... at the end of logged in past 60 days am i able to get rid of that I did change it from 60 to 30 days
  9. with now playing with the script I now have this but I have three qestions for you am I able to enter the text down and center it? and at the top of updated I wanted to have text that would say second life grid status? what is the script for this? just after the 06- 24T13:40:11.126192Z am i able to remove this? I am slow but surely understanding scripting
  10. I got that correct but now nothing comes up on the board when i clicked save that is what happened
  11. do you mean something like this or am i doing it wrong?
  12. i know I am using this forum alot but this just looks strange I hate asking a stupid qestions but its the only way for me to learn I really wish that there was a scripting class in second life I am not sure why this bracket is showing an error
  13. thjanks for helping me so much I donno what I would do
  14. ok I was able to fix my problem I messed up the script somehow now it works but the problem is the board is not showing the full text only the end of the text is there a type of script that will fix this?
  15. now it says name define within scope I take it i need to enter link this display string and what do I link it too?
  16. that was an error even without the closing line i still get the error
  17. that makes sense in my head but doing it on paper is a little hard lol this is the slave script also attached is the a photo of what scripts the board came with //////////////////////////////////////////// // XyzzyText v2.1m (16-Char MESH) by Traven Sachs 29-November-2012 // XyzzyText v2.1(10-Char) by Thraxis Epsilon // XyText v2.0 SLAVE Script (5 Face, Single Texture) // // Heavily Modified by Thraxis Epsilon, Gigs Taggart 5/2007 and Strife Onizuka 8/2007 // Rewrite to allow one-script-per-object operation w/ optional slaves // Enable prim-label functionality // Enabled Banking // Enabled 10-char per prim // Enabled 16-Char on an 8 Face Mesh Plane Prim // // Modified by Kermitt Quirk 19/01/2006 // To add support for 5 face prim instead of 3 // // Originally Written by Xylor Baysklef // // //////////////////////////////////////////// integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; //internal API integer REGISTER_SLAVE = 205000; integer SLAVE_RECOGNIZED = 205001; integer SLAVE_DISPLAY = 205003; integer SET_FONT_TEXTURE = 204005; integer SLAVE_DISPLAY_EXTENDED = 205004; integer SLAVE_RESET = 205005; // This is an extended character escape sequence. string ESCAPE_SEQUENCE = "\\e"; // This is used to get an index for the extended character. string EXTENDED_INDEX = "123456789abcdef"; // Face numbers. integer FACE_1 = 0; integer FACE_2 = 1; integer FACE_3 = 2; integer FACE_4 = 3; integer FACE_5 = 4; integer FACE_6 = 5; integer FACE_7 = 6; integer FACE_8 = 7; // This is a list of textures for all 2-character combinations. list CHARACTER_GRID = [ "00e9f9f7-0669-181c-c192-7f8e67678c8d", "347a5cb6-0031-7ec0-2fcf-f298eebf3c0e", "4e7e689e-37f1-9eca-8596-a958bbd23963", "19ea9c21-67ba-8f6f-99db-573b1b877eb1", "dde7b412-cda1-652f-6fc2-73f4641f96e1", "af6fa3bb-3a6c-9c4f-4bf5-d1c126c830da", "a201d3a2-364b-43b6-8686-5881c0f82a94", "b674dec8-fead-99e5-c28d-2db8e4c51540", "366e05f3-be6b-e5cf-c33b-731dff649caa", "75c4925c-0427-dc0c-c71c-e28674ff4d27", "dcbe166b-6a97-efb2-fc8e-e5bc6a8b1be6", "0dca2feb-fc66-a762-db85-89026a4ecd68", "a0fca76f-503a-946b-9336-0a918e886f7a", "67fb375d-89a1-5a4f-8c7a-0cd1c066ffc4", "300470b2-da34-5470-074c-1b8464ca050c", "d1f8e91c-ce2b-d85e-2120-930d3b630946", "2a190e44-7b29-dadb-0bff-c31adaf5a170", "75d55e71-f6f8-9835-e746-a45f189f30a1", "300fac33-2b30-3da3-26bc-e2d70428ec19", "0747c776-011a-53ce-13ee-8b5bb9e87c1e", "85a855c3-a94f-01ca-33e0-7dde92e727e2", "cbc1dab2-2d61-2986-1949-7a5235c954e1", "f7aef047-f266-9596-16df-641010edd8e1", "4c34ebf7-e5e1-2e1a-579f-e224d9d5e71b", "4a69e98c-26a5-ad05-e92e-b5b906ad9ef9", "462a9226-2a97-91ac-2d89-57ab33334b78", "20b24b3a-8c57-82ee-c6ed-555003f5dbcd", "9b481daa-9ea8-a9fa-1ee4-ab9a0d38e217", "c231dbdc-c842-15b0-7aa6-6da14745cfdc", "c97e3cbb-c9a3-45df-a0ae-955c1f4bf9cf", "f1e7d030-ff80-a242-cb69-f6951d4eae3b", "ed32d6c4-d733-c0f1-f242-6df1d222220d", "88f96a30-dccf-9b20-31ef-da0dfeb23c72", "252f2595-58b8-4bcc-6515-fa274d0cfb65", "f2838c4f-de80-cced-dff8-195dfdf36b2c", "cc2594fe-add2-a3df-cdb3-a61711badf53", "e0ce2972-da00-955c-129e-3289b3676776", "3e0d336d-321f-ddfa-5c1b-e26131766f6a", "d43b1dc4-6b51-76a7-8b90-38865b82bf06", "06d16cbb-1868-fd1d-5c93-eae42164a37d", "dd5d98cf-273e-3fd0-f030-48be58ee3a0b", "0e47c89e-de4a-6233-a2da-cb852aad1b00", "fb9c4a55-0e13-495b-25c4-f0b459dc06de", "e3ce8def-312c-735b-0e48-018b6799c883", "2f713216-4e71-d123-03ed-9c8554710c6b", "4a417d8a-1f4f-404b-9783-6672f8527911", "ca5e21ec-5b20-5909-4c31-3f90d7316b33", "06a4fcc3-e1c4-296d-8817-01f88fbd7367", "130ac084-6f3c-95de-b5b6-d25c80703474", "59d540a0-ae9d-3606-5ae0-4f2842b64cfa", "8612ae9a-f53c-5bf4-2899-8174d7abc4fd", "12467401-e979-2c49-34e0-6ac761542797", "d53c3eaa-0404-3860-0675-3e375596c3e3", "9f5b26bd-81d3-b25e-62fe-5b671d1e3e79", "f57f0b64-a050-d617-ee00-c8e9e3adc9cb", "beff166a-f5f3-f05e-e020-98f2b00e27ed", "02278a65-94ba-6d5e-0d2b-93f2e4f4bf70", "a707197d-449e-5b58-846c-0c850c61f9d6", "021d4b1a-9503-a44f-ee2b-976eb5d80e68", "0ae2ffae-7265-524d-cb76-c2b691992706", "f6e41cf2-1104-bd0b-0190-dffad1bac813", "2b4bb15e-956d-56ae-69f5-d26a20de0ce7", "f816da2c-51f1-612a-2029-a542db7db882", "345fea05-c7be-465c-409f-9dcb3bd2aa07"]; list CHARACTER_GRID2 = [ "b3017e02-c063-5185-acd5-1ef5f9d79b89", "4dcff365-1971-3c2b-d73c-77e1dc54242a" ]; ///////////// END CONSTANTS //////////////// string gCharIndex; integer gActive; //if we are recognized, this is true /////////// END GLOBAL VARIABLES //////////// ResetCharIndex() { gCharIndex = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`"; // \" <-- Fixes LSL syntax highlighting bug. gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~"; gCharIndex += "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"; } vector GetGridPos(integer index1, integer index2) { // There are two ways to use the lookup table... integer Col; integer Row; if (index1 >= index2) { // In this case, the row is the index of the first character: Row = index1; // And the col is the index of the second character (x2) Col = index2 * 2; } else { // Index1 < Index2 // In this case, the row is the index of the second character: Row = index2; // And the col is the index of the first character, x2, offset by 1. Col = index1 * 2 + 1; } return <Col, Row, 0>; } string GetGridTexture(vector grid_pos) { // Calculate the texture in the grid to use. integer GridCol = llRound(grid_pos.x) / 20; integer GridRow = llRound(grid_pos.y) / 10; // Lookup the texture. key Texture = llList2Key(CHARACTER_GRID, GridRow * (GridRow + 1) / 2 + GridCol); return Texture; } vector GetGridOffset(vector grid_pos) { // Zoom in on the texture showing our character pair. integer Col = llRound(grid_pos.x) % 20; integer Row = llRound(grid_pos.y) % 10; // Return the offset in the texture. return <-0.45 + 0.05 * Col, 0.45 - 0.1 * Row, 0.0>; } ShowChars(integer link,vector grid_pos1, vector grid_pos2, vector grid_pos3, vector grid_pos4, vector grid_pos5, vector grid_pos6, vector grid_pos7, vector grid_pos8) { // Set the primitive textures directly. llSetLinkPrimitiveParamsFast( link , [ PRIM_TEXTURE, FACE_1, GetGridTexture(grid_pos1), <0.1, 0.1, 0>, GetGridOffset(grid_pos1), 0.0, PRIM_TEXTURE, FACE_2, GetGridTexture(grid_pos2), <0.1, 0.1, 0>, GetGridOffset(grid_pos2), 0.0, PRIM_TEXTURE, FACE_3, GetGridTexture(grid_pos3), <0.1, 0.1, 0>, GetGridOffset(grid_pos3), 0.0, PRIM_TEXTURE, FACE_4, GetGridTexture(grid_pos4), <0.1, 0.1, 0>, GetGridOffset(grid_pos4), 0.0, PRIM_TEXTURE, FACE_5, GetGridTexture(grid_pos5), <0.1, 0.1, 0>, GetGridOffset(grid_pos5), 0.0, PRIM_TEXTURE, FACE_6, GetGridTexture(grid_pos6), <0.1, 0.1, 0>, GetGridOffset(grid_pos6), 0.0, PRIM_TEXTURE, FACE_7, GetGridTexture(grid_pos7), <0.1, 0.1, 0>, GetGridOffset(grid_pos7), 0.0, PRIM_TEXTURE, FACE_8, GetGridTexture(grid_pos8), <0.1, 0.1, 0>, GetGridOffset(grid_pos8), 0.0 ]); } RenderString(integer link, string str) { // Get the grid positions for each pair of characters. vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)), llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) ); vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)), llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) ); vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)), llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) ); vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)), llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) ); vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)), llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) ); vector GridPos6 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 10, 10)), llSubStringIndex(gCharIndex, llGetSubString(str, 11, 11)) ); vector GridPos7 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 12, 12)), llSubStringIndex(gCharIndex, llGetSubString(str, 13, 13)) ); vector GridPos8 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 14, 14)), llSubStringIndex(gCharIndex, llGetSubString(str, 15, 15)) ); // Use these grid positions to display the correct textures/offsets. ShowChars(link,GridPos1, GridPos2, GridPos3, GridPos4, GridPos5, GridPos6, GridPos7, GridPos8); } RenderExtended(integer link, string str) { // Look for escape sequences. list Parsed = llParseString2List(str, [], (list)ESCAPE_SEQUENCE); integer ParsedLen = llGetListLength(Parsed); // Create a list of index values to work with. list Indices; // We start with room for 16 indices. integer IndicesLeft = 16; string Token; integer Clipped; integer LastWasEscapeSequence = FALSE; // Work from left to right. integer i=0; for (; i < ParsedLen && IndicesLeft > 0; ++i) { Token = llList2String(Parsed, i); // If this is an escape sequence, just set the flag and move on. if (Token == ESCAPE_SEQUENCE) { LastWasEscapeSequence = TRUE; } else { // Token != ESCAPE_SEQUENCE // Otherwise this is a normal token. Check its length. Clipped = FALSE; integer TokenLength = llStringLength(Token); // Clip if necessary. if (TokenLength > IndicesLeft) { TokenLength = llStringLength(Token = llGetSubString(Token, 0, IndicesLeft - 1)); IndicesLeft = 0; Clipped = TRUE; } else IndicesLeft -= TokenLength; // Was the previous token an escape sequence? if (LastWasEscapeSequence) { // Yes, the first character is an escape character, the rest are normal. // This is the extended character. Indices += [llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95]; // These are the normal characters. integer j=1; for (; j < TokenLength; ++j) { Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))]; } } else { // Normal string. // Just add the characters normally. integer j=0; for (; j < TokenLength; ++j) { Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))]; } } // Unset this flag, since this was not an escape sequence. LastWasEscapeSequence = FALSE; } } // Use the indices to create grid positions. vector GridPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) ); vector GridPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) ); vector GridPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) ); vector GridPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) ); vector GridPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) ); vector GridPos6 = GetGridPos( llList2Integer(Indices, 10), llList2Integer(Indices, 11) ); vector GridPos7 = GetGridPos( llList2Integer(Indices, 12), llList2Integer(Indices, 13) ); vector GridPos8 = GetGridPos( llList2Integer(Indices, 14), llList2Integer(Indices, 15) ); // Use these grid positions to display the correct textures/offsets. ShowChars(link,GridPos1, GridPos2, GridPos3, GridPos4, GridPos5, GridPos6, GridPos7, GridPos8); } integer ConvertIndex(integer index) { // This converts from an ASCII based index to our indexing scheme. if (index >= 32) // ' ' or higher index -= 32; else { // index < 32 // Quick bounds check. if (index > 15) index = 15; index += 94; // extended characters } return index; } default { state_entry() { // Initialize the character index. ResetCharIndex(); llMessageLinked(LINK_THIS, REGISTER_SLAVE, llGetScriptName() , NULL_KEY); } on_rez(integer num) { llResetScript(); } link_message(integer sender, integer channel, string data, key id) { if (channel == SLAVE_RECOGNIZED) { if (data == llGetScriptName()) { gActive=TRUE; } return; } else if (channel == SLAVE_DISPLAY) { if (!gActive) return; list params=llCSV2List((string)id); if (llList2String(params, 1) != llGetScriptName()) return; RenderString(llList2Integer(params, 0),data); return; } else if (channel == SLAVE_DISPLAY_EXTENDED) { if (!gActive) return; list params=llCSV2List((string)id); if (llList2String(params, 1) != llGetScriptName()) return; RenderExtended(llList2Integer(params, 0),data); } else if (channel == REMAP_INDICES) { // Parse the message, splitting it up into index values. list Parsed = llCSV2List(data); integer i; // Go through the list and swap each pair of indices. for (i = 0; i < llGetListLength(Parsed); i += 2) { integer Index1 = ConvertIndex( llList2Integer(Parsed, i) ); integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) ); // Swap these index values. string Value1 = llGetSubString(gCharIndex, Index1, Index1); string Value2 = llGetSubString(gCharIndex, Index2, Index2); gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1); gCharIndex = llInsertString(gCharIndex, Index1, Value2); gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2); gCharIndex = llInsertString(gCharIndex, Index2, Value1); } return; } else if (channel == RESET_INDICES) { // Restore the character index back to default settings. ResetCharIndex(); return; } else if (channel == SLAVE_RESET) { ResetCharIndex(); gActive=FALSE; llMessageLinked(LINK_THIS, REGISTER_SLAVE, llGetScriptName() , NULL_KEY); } } }
  18. thankyou that did work but I dont want it to be read off the hover text I would like it to be read by the board
  19. I feel like paying someone to do it for me I cant seem to get it right
  20. I added the quotation mark and I am getting the same error http_response(key request_id, integer status, list metadata, string body) { if ("request_id == gHttpRequestId1) { gBuildText += Updated: + llGetTimestamp(); if (status == 200 && llSubStringIndex(body, "<status>") != -1) { gBuildText += " \nGrid: " + cutString(body, "status"); gBuildText += " | Inworld: " + cutString(body, "inworld"); gBuildText += "\nSignups: " + cutString(body, "signups"); gBuildText += " | Logged in past 60 days: " + cutString(body, "logged_in_last_60"); } gHttpRequestId2 = llHTTPRequest("http://status.secondlifegrid.net/history.rss", [HTTP_BODY_MAXLENGTH, 4096], ""); } else if (request_id == gHttpRequestId2) { if (status == 200 && llSubStringIndex(body, "<item>") != -1) } }
  21. that is fixed but now I get an error with this code gBuildText += \nGrid: " + cutString(body,"status") I dont see anything wrong with this line do you?
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