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Tattooshop

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Everything posted by Tattooshop

  1. I tried default { touch_start(integer total_number) { return "secondlife:///app/agent/" + (string)id + "/about"; } } but it says "Return statement type does not match function return type".
  2. Oh that's nice! Thank you very much! Based on an example script, it shows link in the chat but how to make so I do not have to click on the link? string Who(key id) { return "secondlife:///app/agent/" + (string)id + "/about"; } default { touch_start(integer num) { llSay(0, "Touched by " + Who(llDetectedKey(0)) + "." ); } }
  3. And one more question for all lovers of furry BG Solarian avatars. Why are there seams on the head of this avatar (even on an ultra graphic if it depends on it)? ... I asked the group and they told me that at a low height everything looks better and no seams are visible. I wonder why this happens and will it ever be fixed?
  4. Hello everybody! is it possible to use the script to open the profile window of your own avatar? Please dont ask me why i need it! Not just picture, the one with groups, about, give item etc...
  5. maybe I came up with a new trick! Yay! I managed to do it! I created a new map and used it twice for glass and for wood. Renamed in a window of UV maps and voila! The second texture did not appear! Although the UV does not look right, but in my case it works. Maybe I came up with a new trick! Thanks for participation!
  6. Hi! Yes, that’s the whole problem that you can’t use two maps. The glass and the door were different separate objects and had separate UV maps and textures. All glass on a separate texture and the wood on another. Now when I try to link them into one object, a second UV appears in UV maps window. However, this does not happen when I do this experiment with cubes.
  7. Hello! when I remove one of the UVs glass for example, I lose it and then I can not apply a texture on it so that it matches. I need to save both UVs and at the same time link the door and glass together.
  8. Hello! I’m trying to upload model and I need to separate the door (it is linked) so that it can move. But the problem is that the door glass and the door itself are on different textures. How to link them so as not to spoil the UV? I separated the door and the glass, linked them together, but either a UV of the glass or the door itself is displayed. It should also be two different materials. At the same time, two textures are visible in the UV maps window. Which is bad as you know. Why if, for example, I unwrap two cubes to different textures and link them into one object, only one UV is displayed below? Need the same effect. Maybe I can somehow "reunwrap" everything to the same places?
  9. this is because I’m new here and did not spend years on this site and did not even know about the existence of this category, but chose from the list the most suitable one in my opinion. I answered your question. can you answer mine now?
  10. Was such a wonderful store, now closed... Any info why?
  11. This part is very interesting how to do it? Something like getSlides(); if index !=0 { llSetTimerEvent(3); index=0; newSlide(); } ?
  12. Thank you so much! It works as a dream! list slides = []; getSlides() { integer ii; integer iiMax = llGetInventoryNumber(INVENTORY_TEXTURE); string name; for (ii = 0; ii < iiMax; ii++) { name = llGetInventoryName(INVENTORY_TEXTURE, ii); slides += [name]; } } integer index; newSlide() { string texture = llList2String(slides, index); llSetTexture(texture, 1); index++; if (index >= llGetListLength(slides)) index = 0; } default { state_entry() { getSlides(); llSetTimerEvent(3); index = 0; newSlide(); } /* touch_start(integer num) { index = 0; newSlide(); llSay(0,"Starting slide show over"); }*/ timer() { newSlide(); } changed(integer change) { llResetScript(); } }
  13. Hello! is it possible to mod this slideshow script so that you don't have to make a list and it will automatically use textures from the content? And also what is index here and what for? Thanks in advance! list slides = ["Texture01", "Texture02", "Texture03", "Texture04"]; /* Textures names list*/ integer index; newSlide() { string texture = llList2String(slides, index); llSetTexture(texture, 1); index++; if (index >= llGetListLength(slides)) index = 0; } default { state_entry() { llSetTimerEvent(3); index = 0; newSlide(); } touch_start(integer num) { index = 0; newSlide(); llSay(0, "Starting slide show over"); } timer() { newSlide(); } }
  14. Thank you very much! Your method works for me and i even managed to make this version for linked detector and light. /* Light with detector V.2 - For linked detector and light */ vector LIGHT_COLOR = < 1.0, 1.0, 1.0 > ; // Light color lsl RGB integer LIGHT_PRIM = 2; // Light prim number or LINK_THIS integer LIGHT_FACE = ALL_SIDES; // Light face number or ALL_SIDES integer lightOn = 0; default { state_entry() { llVolumeDetect(TRUE); // Starts llVolumeDetect /* If detect is TRUE, VolumeDetect is enabled, physical object and avatars can pass through the object. */ } collision_start(integer num) { if (lightOn == 0) { // On llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR , 1.0 , 10.0 , 0.2 ]); lightOn = 1; llSetTimerEvent(5.0); } } timer() { llSetTimerEvent(0.0); // stop any repeating llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 0.0, 0.0, 0 ]); lightOn = 0; } }
  15. @Profaitchikenz Haiku@Fenix Eldritch Hello! Thank you very much! Here my codes: // Detector script default { state_entry() { llVolumeDetect(TRUE); /* If detect is TRUE, VolumeDetect is enabled, physical object and avatars can pass through the object. */ } collision_start(integer num) { llSay(-1234567, "light_on"); /* And here you are telling anyone listening on channel -1234567 on command. */ } } // Light script vector LIGHT_COLOR = < 1.0, 1.0, 1.0 > ; // Light color lsl RGB integer LIGHT_PRIM = 0; // Light prim number or LINK_THIS integer LIGHT_FACE = ALL_SIDES; // Light face number or ALL_SIDES default { state_entry() { llListen(-1234567, "", "", ""); /* Listen to anybody saying anything on channel -1234567 */ } listen(integer channel, string name, key id, string msg) { if (msg == "light_on") /* That is, if the message was light_on */ { // On llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR , 1.0 , 10.0 , 0.2 ]); llSleep(5); // Off Timer // Off llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR , 0.0 , 0.0 , 0 ]); } } }
  16. Hello! I make a couple of scripts - sender detector and listener lamp script. when you go through the phantom wall, a collision detector is triggered and a message is transmitted through the channel to turn on the light. The listener turns on the light and off it after a while. But if you go through the wall very fast for several times in a row, the timer adds up and the light glows for a longer time. Is it possible to make the detector not work if the light is already on? As timer i use llSleep(). Thanks!
  17. Thank you very much! Hopefully done it correct. // Sender HUD 2.0 integer AppKey = 654321; // This is the app key. Create your own app key and make it different for each different project. // Make sure the HUD and the other object share the same app key! integer CHANNEL; integer Key2AppChan(key ID, integer App) { return 0x80000000 | ((integer)("0x" + (string) ID) ^ App); } default { state_entry() { CHANNEL = Key2AppChan(llGetOwner(), AppKey); // Calculate the channel, based on owner ID and the appkey which we've defined earlier. // ADD THE REST OF YOUR CODE HERE } touch_start(integer total_number) { llSay(CHANNEL, "Touched"); } } // Receiver HUD 2.0 integer AppKey = 654321; // This is the app key. Create your own app key and make it different for each different project. // Make sure the HUD and the other object share the same app key! integer CHANNEL; integer Key2AppChan(key ID, integer App) { return 0x80000000 | ((integer)("0x" + (string) ID) ^ App); } default { state_entry() { CHANNEL = Key2AppChan(llGetOwner(), AppKey); // Calculate the channel, based on owner ID and the appkey which we've defined earlier. llListen(CHANNEL, "", "", ""); // Listen to anybody saying anything on CHANNEL // ADD THE REST OF YOUR CODE HERE } listen(integer channel, string name, key id, string msg) { if (msg == "Touched") { llSay(0, "Hello!"); } } }
  18. So I made these simple examples based on your code. It works! But still maybe I am doing something wrong? SENDER // SENDER integer AppKey = 123456; // This is the app key. Create your own app key and make it different for each different project. // Make sure the HUD and the other object share the same app key! integer Key2AppChan(key ID, integer App) { return 0x80000000 | ((integer)("0x" + (string) ID) ^ App); } default { state_entry() { integer CHANNEL = Key2AppChan(llGetOwner(), AppKey); // Calculate the channel, based on owner ID and the appkey which we've defined earlier. llOwnerSay("I am going to listen on channel " + (string) CHANNEL); // ADD THE REST OF YOUR CODE HERE } touch_start(integer total_number) { integer CHANNEL = Key2AppChan(llGetOwner(), AppKey); llSay(CHANNEL, "Touched"); } } LISTENER // LISTENER integer AppKey = 123456; // This is the app key. Create your own app key and make it different for each different project. // Make sure the HUD and the other object share the same app key! integer Key2AppChan(key ID, integer App) { return 0x80000000 | ((integer)("0x" + (string) ID) ^ App); } default { state_entry() { integer CHANNEL = Key2AppChan(llGetOwner(), AppKey); // Calculate the channel, based on owner ID and the appkey which we've defined earlier. llOwnerSay("I am going to listen on channel " + (string) CHANNEL); llListen(CHANNEL, "", "", ""); // ADD THE REST OF YOUR CODE HERE } listen(integer channel, string name, key id, string msg) { if (msg == "Touched") { llSay(0, "Hello!"); } } }
  19. Hello! Thank you very much for this example! It goes to Sender HUD? And what goes to listener object? Will be additional changes? For example now its: state_entry() { llListen(-1234567, "", "", ""); } listen(integer channel, string name, key id, string msg) { if (msg == "run1true") { lightsOn(); // Turn the light ON } if (msg == "run1false") { lightsOff(); // Turn the light OFF } }
  20. Hi! Thanks! Yes, i tried to add this line to listen event, but it didnt worked. I think this is the best option, just dont know where it goes. And its on a specific channel already.
  21. Hello all and Merry Christmas! So I am scripting a HUD here turning on/off wearable lights. Lights have state entry, listener and timer events. But there is a problem. When some one else wearing the lights nearby, I can control them from my HUD. And it not supposed to be. How to avoid it? If its Owner detect how it should look like? And the most important - if its owner detect - where it goes? Which event, HUD or lights? Thanks!
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