# Tattooshop

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1. ## Pressure plates

Thanks again to everyone who took part and pushed me towards the goal! You are the best! 👍
2. ## Pressure plates

Thank you so much! It works! I am very grateful to you! You have helped not only me, but also my friend, he is making a sim dedicated to Egypt, so if this sim appears one day, you contributed to its creation! 👍 list gState = [0, 0, 0, 0, 0, 0, 0, 0, 0]; default { state_entry() { llSetTimerEvent(0.0); } collision_start(integer num) { integer ii; string plate; if (llListFindList(gState, [1]) < 0) // we've only just begun { llSetTimerEvent(30.0); } for (ii = 0; ii < num; ii++)

4. ## Pressure plates

Thanks everyone for your great suggestions! Sorry for deviating from the ways you suggested, but how to implement this option and is it possible: each plate transmits a signal for the glow of a symbol / prim, there are 9 such symbols, respectively, but is it possible to simply count the number of glowing primitives on each collision, and if there are 9, then the main condition is fulfilled?
5. ## Pressure plates

I also ran the test for only one object and failed. default { collision_start(integer num) { list gState = [0]; integer ii; integer whichChild; for (ii = 0; ii < num; ii++) { whichChild = llDetectedLinkNumber(ii); } if (llListFindList(gState, [0]) == -1) { llSay(0, "Woohoo!"); } } }
6. ## Pressure plates

Thank you so much! I decided to try your method, but again I couldn't. default { state_entry() { //llMinEventDelay(0.2); } collision_start(integer num) { list gState = [0, 0, 0, 0, 0, 0, 0, 0, 0]; integer ii; integer whichChild; for (ii = 0; ii < num; ii++) { whichChild = llDetectedLinkNumber(ii); // and update the list if it's a plate } // now see how many of the list are still unset if (llListFindList(gState, [0]) == -1) { // there are no un-c
7. ## Pressure plates

Many thanks! This is what I got, but for some reason the main action occurs when I press any plate. Where did I go wrong? 🤔 default { state_entry() { llMinEventDelay(0.2); } collision_start(integer num) { string plate = llGetLinkName(llDetectedLinkNumber(0)); list gState = [0,0,0,0,0,0,0,0,0]; if (plate == "1") // plate name check { // do something llSay(0, "plate number 1 pressed"); gState = llListReplaceList(gState,[1],1,1); } ///.........................................
8. ## Pressure plates

Thank you very much! This is just how I see it. There will be 9 pressure plates, and it does not matter in what order they are pressed and for how long. If the plate is pressed once, the plate remains activated, a specific sub-action associated with the plate occurs, which is counted by a counter, and as soon as 9 such unique pressures occur, the main action is triggered. ( It may be needed to reset the counter until next time. ) I assume I need to use llGetLinkName in a collision event and then build a chain of IF checks for each pressure plate name and activate sub-actions, bu

10. ## Pressure plates

Hello there! 😉 There is a linkset of several pressure plates and I need to activate some main action only when all the pressure plates are activated (stepped on). Plates react to collisions. Each plate has its own original name, if that makes sense in this case. What is the best way to do this? Addition: when you step on each plate, it activates a small secondary action... Thanks for any help!
11. ## Lighthouse beam rotation

Rotating the sliced cylinder (left) and Quistessa's script (works like magic!) 👍
12. ## Lighthouse beam rotation

Thank you so much!
13. ## Lighthouse beam rotation

I moved global variables to the beginning of the script. In order to educate myself, I would still like to know what is wrong here. vector rotate = < 0, 0, 10 > ; // Global Variables: vector Center_of_Rotation = < 73.66853, 145.58430, 3017.25000 > ; // in local coords, or for global just modify llSLPPF a little. vector Offset = < -1.24544, -0.06297, 0.00000 > -Center_of_Rotation; rotation g_rot; // set this to different rotatitons, or multiply it a marginal ammount on a timer. rotate *= DEG_TO_RAD; g_rot = llEuler2Rot(ro
14. ## Lighthouse beam rotation

Yes, thanks, most likely I will have to do this, or use a cylinder sliced off in the middle, if it's not a mesh but prim.
15. ## Lighthouse beam rotation

There was a feeling that I did something stupid, thanks!
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