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00b02c

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  1. Thank you! I tried this but it doesn't seem to have any effect on me. Something's missing... default { state_entry() { llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS); } run_time_permissions(integer perm) { llSensorRepeat("", "", AGENT_BY_USERNAME, 12, PI, 1.0); if (PERMISSION_TAKE_CONTROLS & perm) { llTakeControls( CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ROT_LEFT | CONTROL_ROT_RIGHT | CONTROL_UP | CONTROL_DOWN | CONTROL_LBUTTON | CONTROL_ML_LBUTTON, TRUE, TRUE); } } control(key id, integer level, integer edge) { integer start = level & edge; integer end = ~level & edge; integer held = level & ~edge; integer untouched = ~(level | edge); //llOwnerSay(llList2CSV([level, edge, start, end, held, untouched])); } sensor(integer n) { vector force = llGetPos() - llList2Vector(llGetObjectDetails(llDetectedKey(0), [OBJECT_POS]), 0); force = llVecNorm(force) * 10; llSetForce(force, FALSE); } no_sensor() { llSetForce( < 0, 0, 0 > , FALSE); } }
  2. Hey! Thanks so much for the kindly provided script! It works as it should, I noticed that it even works like a HUD, which is very convenient! I just tested it in a crowded place and it looks pretty funny!
  3. Hey! I decided to try to make such a wearable "device", which would allow when another avatar appears in a certain radius, my avatar starts moving in the opposite direction. As if he was running away from other avatars. Not sure how logical it sounds ... I figured I needed to start with a sensor event and a ... llMoveToTarget(llGetPos() - <some_vector???>, 0.0); but I got stuck on that. Please tell me where to go next? Well, in the sense of how to run back for about twenty meters and stop until someone approaches again. Or can he push himself away? I know this is a bit wild, but still.
  4. It helped! It turned out that the background is 'alpha blending', changed to 'none' and now it is ok! thank you!
  5. I have a little problem with HUD compass. I wear it as a HUD, but the texture of the needle only shows up when I right click on it. why is this happening and how to avoid it? Texture resolution tried different, 512, 256 ...
  6. This is a neat trick! Thank you! 👍 Thanks! this is exactly what I need! 👍
  7. Hey! question about particles. Each time you touch the object, a single burst of particles should occur, lasting about a second. Is it possible to do this in the parameters of the particle system itself, or do you need to have a timer and then stop the particles llParticleSystem([]); ?
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