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marcin1995 Sharple

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About marcin1995 Sharple

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  1. Okay its not exactly the same thing but i got it to work now. I took my working version of the script and just replaced the color numbers with llGetColor(0) and added another script that changes the prim colors when chosen on the HUD. i dont really know why it didn't work before but i am happy now!
  2. Okay i tried it now differently with changing the prims color instead of the particle itself. I get no errors but also the particles wont trigger... integer particleTriggered = 0; particle() { { { llParticleSystem([ PSYS_PART_FLAGS,( 0 |PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_INTERP_SCALE_MASK |PSYS_PART_WIND_MASK |PSYS_PART_EMISSIVE_MASK ), PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE , PSYS_PART_START_ALPHA,0.6, PSYS_PART_
  3. Sorry i had no internet for a few days. So this is integer particleTriggered = 0; particle(vector NewColor){ llParticleSystem([ PSYS_PART_FLAGS,( 0 |PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_INTERP_SCALE_MASK |PSYS_PART_WIND_MASK |PSYS_PART_EMISSIVE_MASK ), PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE , PSYS_PART_START_ALPHA,0.6, PSYS_PART_END_ALPHA,0, PSYS_PART_START_COLOR,NewColor , PSYS_PART_END_COLOR
  4. Oh alright thank you so much! I guess this way i can seperate each hud for multiple objects
  5. I forgot to mention it. I already tried particle(color); and just for fun particle(NewColor); and it says name not defined within scope
  6. Hello Rolig! So i made a script that triggers the particles when i walk, which works well. Now i am trying to control the color by a HUD but the Script gives me missmatch of type or number of arguments when i use this: control(key owner, integer level, integer edge) { if (level & (CONTROL_FWD | CONTROL_BACK)) { particle(); llSetTimerEvent(0.5); } i don't really understand why since the particle is mentioned in the beginning with particle(vector NewColor){ llParticleSystem([
  7. Thanks for explaining! So i could create the offset like this? (integer)("0xF" + llGetSubString( llGetOwner(), 0,6)+2)
  8. How do i create the offset? So when i have gChan = (integer)("0xF" + llGetSubString(llGetOwner(),0,6)); How should it look like then? And what are those 2 numbers in the end for? I mean the "...() ,0,6))"
  9. Okay so far it works. I just wonder if i could use more than one animation at the same time for example if i take newAnimation == "Hovering" and i want to combine the same action for hovering up and hovering down, how do i do that?
  10. Alright yes this is exactly what i needed! Thank you very much and have a nice day
  11. Also i found this: its a walker, that plays soundfiles related to the current status (walking standing turning left turning right and so on). I tried to get behind this but i have no idea how it adresses the soundfiles. I just assume that the script plays the soundfiles because they have the same name as the animations so the script basically thinks that it plays the anims. here it is: string Previous; integer IsRepeatable(string anim) { if(anim == "Standing") return FALSE; else if(anim == "Sitting") return FALSE; else if(anim ==
  12. Hello there! Is it possible to make something like an AO script, that sets the Alpha of a prim instead of overriding the animations? llGetAgentInfo doesnt help me in what i planned to do and looking at all those AO scripts i am pretty clueless how to link an event like standing, walking, crouch walking, groundsit and so on to llSetAlpha commands. llGetAgentInfo doesnt help me since AGENT_WALKING refers to walking, running and crouchwalking but i need to seperate those events! I am clueless 😛
  13. Hello! I am making a script, that bursts particles for a short amount of time and so far its working good. My problem is just, that it triggers the particle when i beginn to press LButton and when i release it, which means twice per full click. Can someone help me to avoid this? this is the control part: control(key owner,integer level, integer edge) { if (edge & (CONTROL_LBUTTON)) { particle(); llSetTimerEvent(0.5); } } timer() { particleTriggered = 0;
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