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Tattooshop

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Everything posted by Tattooshop

  1. Thank you very much! ( Just saw your post ). This is so neat!
  2. I decided to rewrite the startParticlesF function but I can’t make it to work for two pairs emitter - target in one system as in your example. startParticlesF(integer link) { llLinkParticleSystem(link, [PSYS_PART_MAX_AGE,1.50, PSYS_PART_FLAGS, 419, PSYS_PART_START_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_END_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_START_SCALE,<0.50000, 0.50000, 0.00000>, PSYS_PART_END_SCALE,<0.50000, 0.50000, 0.00000>, PSYS_SRC_PATTERN, 4, PSYS_SRC_BURST_RATE,0.10, PSYS_SRC_BURST_PART_COUNT,2, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.50, PSYS_SRC_BURST_SPEED_MAX,1.00, PSYS_SRC_ANGLE_BEGIN, 1.57, PSYS_SRC_ANGLE_END, 1.57, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "8803a2bd-ea85-48e7-7d1c-baf07d2cfc45", PSYS_PART_START_ALPHA, 0.50, PSYS_PART_END_ALPHA, 0.50, PSYS_SRC_TARGET_KEY, llGetLinkKey(3)]); } EDIT: Just tried with only one pair - the same effect...
  3. Thank you very much for your reply! Yes "velocity interpolate objects" was enabled and "ping interpolate object positions" is enabled now. It’s even stranger that when the vehicle moves ( before sim crossing ) and I’m just right click it > Edit > and rotate it to any angle or just drag a side - particles getting aligned...
  4. @Fenix Eldritch @Madelaine McMasters Hello there! Sorry to bother you again. I added a particle system to the main script and found a rather strange behavior. When moving forward, the particles bend forward by the letter V past the prim to which they must move. But as soon as the sim crossing occurs, the particles are aligned in a straight line. Why this may happen? startParticlesF(integer link) { llLinkParticleSystem(link, []); list partList = [ PSYS_PART_MAX_AGE,1.50, PSYS_PART_FLAGS, 0 |PSYS_PART_INTERP_SCALE_MASK |PSYS_PART_FOLLOW_SRC_MASK |PSYS_PART_EMISSIVE_MASK |PSYS_PART_TARGET_LINEAR_MASK , PSYS_PART_START_SCALE, <0.50000, 0.50000, 0.00000>, PSYS_PART_END_SCALE, <0.50000, 0.50000, 0.00000>, PSYS_SRC_PATTERN, 1, PSYS_SRC_BURST_RATE,0.1, PSYS_SRC_BURST_PART_COUNT,2, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.50, PSYS_SRC_BURST_SPEED_MAX,1.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "8803a2bd-ea85-48e7-7d1c-baf07d2cfc45", PSYS_PART_START_ALPHA, 0.50, PSYS_PART_END_ALPHA, 0.50 ]; llLinkParticleSystem(FRONT_PARTICLES_1, partList+[PSYS_SRC_TARGET_KEY, llGetLinkKey(11)]); llLinkParticleSystem(FRONT_PARTICLES_2, partList+[PSYS_SRC_TARGET_KEY, llGetLinkKey(12)]); } I tried to use link numbers instead of FRONT_PARTICLES_1, but no changes... EDIT: And the greater the speed, the more the particle line bends. EDIT2: Oh by the way I used prims 11,12 for another particle system also, but as emitters, to save prims, and they turned to 45 degrees... Could that be a reason?
  5. Found one! __ __ __ __ / /_/ /_ ____ _____ / /__ __ ______ __ __/ / / __/ __ \/ __ `/ __ \/ //_/ / / / / __ \/ / / / / / /_/ / / / /_/ / / / / ,< / /_/ / /_/ / /_/ /_/ \__/_/ /_/\__,_/_/ /_/_/|_| \__, /\____/\__,_(_) /____/
  6. Hello! How to "beautify" a script? I have seen a scripts with beautiful headers, something like //////////////////////////////////////////////////////////// ////////// SCRIPT NAME /////////// ////////// SCRIPT DESCRIPTION /////////// ////////// ETC /////////// /////////////////////////////////////////////////////////// ( This one is not perfect lol ) Maybe some other options? Of course this can be done manually but is it possible to do automatically somehow ( generate )?
  7. Amazing! Thank you so much @Fenix Eldritch again! 👍
  8. Hi! Contact the landlord and ask to solve the problem.
  9. Let me please raise this topic again, but is there any way to unite everything in one system of particles in one script for both emitters? Like for particle prim 1 - llGetLinkKey(2) and for particle prim 2 - llGetLinkKey(4)? If that makes sense...
  10. It works! Thank you so much!
  11. Hello! I make a particle system and I need the particles to go in opposite directions strictly along one straight line. But when the particles rotate, the straight line breaks, it becomes swirl. How to make the particles go straight even if object rotates? EDIT : particles follow the source but breaks on rotation. llParticleSystem([PSYS_PART_MAX_AGE,1.48, PSYS_PART_FLAGS, 307, PSYS_PART_START_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_END_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_START_SCALE,<0.75863, 0.75704, 0.00000>, PSYS_PART_END_SCALE,<0.75256, 0.75978, 0.00000>, PSYS_SRC_PATTERN, 4, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,1, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.00, PSYS_SRC_BURST_SPEED_MAX,1.00, PSYS_SRC_ANGLE_BEGIN, 1.57, PSYS_SRC_ANGLE_END, 1.57, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "8803a2bd-ea85-48e7-7d1c-baf07d2cfc45", PSYS_PART_START_ALPHA, 0.50, PSYS_PART_END_ALPHA, 0.50]); This is how I need it to look even when spinning... if its possible. That's how it looks when it rotates now...
  12. Thank you very much! It works now!
  13. Hello! I'm working on a simple info board menu that allows to any avatar to choose which object / notecard / landmark to receive. How to make that if the chosen item is missing, it does not give an error "Unable to give inventory: 'No item named "" but produce a message in chat like "sorry this item is missing".
  14. Thank you so very much! You are a genius! Everything works fine now!
  15. Hello! This is a full song walker script. It gives an error "Could not find sound ''." always while playing the last file. What could be the reason? integer cmd_channel = -770325; float soundVolume = 1.0; float soundLength = 10.0; integer gIndex = 0; integer HUD_ATTACHED = 0; list listWalkSounds = []; PlayWalkSound() { llSetTimerEvent(soundLength); if (HUD_ATTACHED) llTriggerSound(llList2Key(listWalkSounds, gIndex), soundVolume); else llPlaySound(llList2Key(listWalkSounds, gIndex), soundVolume); if ((gIndex = gIndex + 1) >= llGetListLength(listWalkSounds)) gIndex = 0; llPreloadSound(llList2Key(listWalkSounds, gIndex)); } adding_files() { integer iNumber; integer iCount = llGetInventoryNumber(INVENTORY_SOUND); string iName; while (iNumber <= iCount) { iName = llGetInventoryName(INVENTORY_SOUND, iNumber); listWalkSounds += iName; ++iNumber; } } StopWalkSound() { llSetTimerEvent(0); llStopSound(); } default { state_entry() { if (llGetAttached()) llOwnerSay("detach and attach me again."); else llOwnerSay("I need to be attached in order to work."); } attach(key id) { if (id != NULL_KEY) { integer att = llGetAttached(); if (att > 30 && att < 39) HUD_ATTACHED = 1; else HUD_ATTACHED = 0; adding_files(); llRequestPermissions(id, PERMISSION_TAKE_CONTROLS); llOwnerSay("/me is ready."); } } run_time_permissions(integer perm) { if (perm & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_FWD | CONTROL_BACK, 1, 1); llPreloadSound(llList2Key(listWalkSounds, gIndex)); } } control(key id, integer level, integer edge) { if (llGetAgentInfo(id) & AGENT_IN_AIR) return; else if (level & edge) PlayWalkSound(); else if (~level & edge) StopWalkSound(); } timer() { PlayWalkSound(); } changed(integer mask) { if (mask & CHANGED_OWNER) gIndex = 0; } }
  16. Yes llDetectedTouch and touch-sensitive areas I definitely need to learn! Thank you so much!
  17. Well I made it that way default { state_entry() { } touch_start(integer total_number) { string button = llGetLinkName(llDetectedLinkNumber(0)); if (llDetectedKey(0) != llGetOwner()) return; { /* PREV BUTTONS */ if (button == "prev1") { llSetRot(llEuler2Rot( < 0, 0, -90 > * DEG_TO_RAD)); } else if (button == "prev2") { llSetRot(llEuler2Rot( < 0, 0, -180 > * DEG_TO_RAD)); } else if (button == "prev3") { llSetRot(llEuler2Rot( < 0, 0, -270 > * DEG_TO_RAD)); } else if (button == "prev4") { llSetRot(llEuler2Rot( < 0, 0, 0 > * DEG_TO_RAD)); } /* NEXT BUTTONS */ else if (button == "next1") { llSetRot(llEuler2Rot( < 0, 0, 90 > * DEG_TO_RAD)); } else if (button == "next2") { llSetRot(llEuler2Rot( < 0, 0, 0 > * DEG_TO_RAD)); } else if (button == "next3") { llSetRot(llEuler2Rot( < 0, 0, 270 > * DEG_TO_RAD)); } else if (button == "next4") { llSetRot(llEuler2Rot( < 0, 0, 180 > * DEG_TO_RAD)); } } } }
  18. Thank you again! So I decided to try to reduce the number of buttons to two Prev. and Next on each page. that’s what the HUD looks like now. 4 sides of cube and on each there are buttons. but strange. when it is rezzed everything rotates perfectly. but as soon as I wear it as a HUD it starts to work incorrectly. where is the mistake? default { state_entry() { } touch_start(integer total_number) { string button = llGetLinkName(llDetectedLinkNumber(0)); if (llDetectedKey(0) != llGetOwner()) return; { if (button == "prev") { llSetRot(llGetRot() * llEuler2Rot( < 0, 0, -90 > * DEG_TO_RAD)); } else if (button == "next") { llSetRot(llGetRot() * llEuler2Rot( < 0, 0, 90 > * DEG_TO_RAD)); } } } }
  19. Thank you so much! Unfortunately HUD made of prims, mesh would make it easier of course. But is it possible to make these buttons rotate too, but each time in the same certain position? How to "fix" them to get back to that point? ( new idea lol )
  20. Hey. I'm trying to create a cubic HUD with several buttons. Each side of the cube is a HUD's page. There are several buttons on each page. But there are 4 buttons that should always be visible to switch the HUD pages. How to make that these buttons do not rotate with the HUD? ❤️ HUD is prim.
  21. I WOULD LIKE TO SAY SO MANY THANK'S TO LINDEN LAB FOR ALL THE AWESOME THINGS THEY DO!!! Pardon, these words just meant to be caps, lol
  22. Reminds me DrLifeGen3 ( DrLife ) somehow... or maybe Curious Kitties... or Heaven's Skin&Shape... or Tokio.Girl... But yeah, you can achieve similar effect with Eloh Eliot's skins. Good luck!
  23. Hello! For about a year now I can’t normally update / redelivery my Slink and Lelutka through the inworld terminal. The browser gives an error. I tried different browsers and turned off the ad block. Did not help. Contacted the owners and sent them the link - they made the redelivery. But doing the same every time is not convenient. What can be wrong? Who had such a problem?
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