Jump to content

GloriaGlitter

Resident
  • Posts

    80
  • Joined

  • Last visited

Reputation

25 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks for your replies. In my application it was a 'nice to have' and more elegant operation if I could have controled the unsit direction but not crucial. Thanks for your input
  2. If I creat a new object, then it is positioned a ground level, even if on a platform say 500 mtrs up. If I edit the object and raise it up some distance and then take it back into inventory, when I rez it again, it will be the same height above the ground. What I would like to do is to find out the height of the platform so that I can adjust the position of my object so that it is back on the ground again e.g. llSetPos(llGetPos()-<0,0,HeightAboveGround>). Is the height of a platform available as a variable or as a calculated value so that I can calculate vector 'HeightAboveGround'? Thanks
  3. I have a script in an object such that when an avatar sits on this object, I can issue a command on a channel that the script listens to which will then move the object with the seated avatar. When the object arrives at the destination the avatar is unseated using llUnSit. I have noticed that whatever direction the object is facing when it arrives, when the avatar is unseated it always faces forwards along x-axis. Ideally I would like the avatar to stand facing forwards of the objects direction. Is this possible or is this a feature of llUnSit that unseated avatars always face the same direction irrespective of the object position? I did notice a quirk which fooled me when I was testing my scripts. If the avatar that is seated is me, then I do face the same direction of the object when I get unseated. It was only when other avatars started to use this and it was me issuing the command to move the object, that I noticed that they all were unseated facing along x-axis. Thanks
  4. Many thanks for quick responses to my intial question. The vector offset multiplied by the llGetRot was the solution to my issue. I had thought it was going to be a lot scarier than that having read the Rotation wiki with degrees to radians, quaternions and euler calculations - phew. Cheers
  5. I wonder if someone might have some experience working with rotations to share as it has been sending me round the bend trying to figure this one out: I have three objects - a rezzer objectwhich includes a script to rezz two other objects contained in the inventory of the rezzer object- one is a platform and the other is a box. If I set the rezzer at rotation <0,0,0> and rezz the two other objects, the platform rezzes so that the rezzer object is in the centre and the box object is offset about 4 meters to the left of the rezzer. llRezObject("Platform", llGetPos(), <0.0,0.0,0.0>, llGetRot(), 0); llRezObject("Box", llGetPos() + <-4.0,0.0,0.0>, <0.0,0.0,0.0>, llGetRot(), 0); If I then rotate the rezzer, say by 45 degrees, and rez the two objects, the platform correctly rotates in line with the rezzer as it is centred, but the Box stays where it is but rotates around its own z axis. What I really want is the box to move in an arc so it stays in the same relative position. I know I need to somehow take account of the rezzer rotation and apply a calculation to the x and y values in the offset vector of <-4.0, 0.0.,0.0>. If I move the box physically using edit to the place where I want it to go to, I can see that I need to apply approx <1.22, 2.85, 0> to the offset to give a new offset of <-2.78, 2.85, 0>. Have gone through the wiki on things related to rotations but couldn't see anything that seemed to answrer my question which is: How do I generate the new x,y offset from the changed rotation value of the rezzer object? Thanks.
  6. Thanks Rolig - its not so much that I want to edit the inventory item, just want to read its description. Since I can read the inventory item name with my script, was hoping I could read the description as well. I could get round this by using a notecard but it would have been more elegant and simpler to be able to read the description. But if it can't be done then I'll find another way.
  7. I am making a vendor that my group members can use to sell their own creations. With the vendor set to group share, the members can drop their object into the vendor's inventory and apply their texture to the vendor. The script uses the object name and the object owner's name but I would like to know if there is also a way to read the inventory object's description as that is ideally where I'd like my users to write the price of their creation which can then be read by the script rather than editing the script to set a price variable.
  8. Have solved the problem. When I changed preferences to put error messages into local chat so I could click the object name - I was getting <0,0,0> so I assumed that it wasn't in my region. I looked around on neighbouring parcels but couldnt find anything. Then I had inspiration to check sky rooms. Found the object at 2800 mtrs high. Reset scripts and problem solved. The thing that confused was that the debug messages kept coming despite the distance but search tools couldn't find it and the coordinates was showing as <0,0,0>. Thanks to everyone that offered ideas.
  9. It does put out the error messages on the debug channel but doesn't give out the co-ordinates. Here is a screeen shot of the errors - https://gyazo.com/70a009ae0e627eef63c663dda9bfa9fa Checked and double checked that I'm not wearing the object. The object is a bed
  10. Thanks for your suggestions. Have searched for lost poseballs using Search Area and turning on transparent - nothing around. Its not anything I'm wearing. No objects with warning icons lurking around. Had sim owner search as well but he couldn't find anything either. The deleted furniture item in question didn't use poseballs but avsitter system. It seems to defy logic - I get the script error message every 30 seconds when on the sim I'm renting - it says the name of the furniture piece giving out the script error even though its deleted and doesn't show up in search. Seems like a ghost.
  11. Hi Codex - thanks for your suggestion. Its not something I'm wearing - I did check that. The messages only start once I am on my sim and not anywhere else. It comes from a piece of scripted furniture that I have since deleted but the debug messages still come every 30 seconds. Apart from getting rid of my sim which is a bit drastic, I can't think of anything else to try.
  12. Hello there - wonder if anyone has a solution to this: I am getting this message "Script trying to trigger animations but PERMISSION_TRIGGER_ANIMATION permission not set" a few times a minute while on my sim. Have deleted the offending object but message persits. Have tried 'Stop Avatar Animations & Revoke Permissions' but didn't help. Was hoping region reset would get rid of it but it didn't. Have tried a couple of viewers (Firestorm & SecondLife) but still get the message. Grateful for any ideas how to stop this. Thanks
  13. yup - llGetOwner() did the trick, thanks.
  14. Hi everyione - I wanted a simple script that offered a user a 'read me' notecard when they rezzed an object from inventory. I expected the following to work but was surprised that it didn't. Is it a security concern that prevents giving inventory on rez? on_rez(integer i) { llGiveInventory(llDetectedKey(0),llGetInventoryName(INVENTORY_NOTECARD, 0)); }
×
×
  • Create New...