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Quistess Alpha

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    Qui(ll)+(Prie)stess, but you can just call me Tessa.

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  1. Something something, scripting forum isn't the place to ask for custom scripts etc. etc. but I was bored, so. . . (quote reduces spaminess)
  2. Since I haven't read the movie or watched the book in years, I looked it up. The Harry potter wiki says: On its face, seems like a rather simple idea, but there are a lot of fiddly nuances depending on exactly how you'd want it to work. I don't know of anywhere in-world that would magically have exactly what you're looking for.
  3. AVsitter uses notecards to store pose information; in the case of things that advertise 1000+ animations, that can take a lot of time to read in and process.
  4. llGetRegionList returns up to 100 avatars, in no sensible order; Sensor only up to 20 or so, and sorted by distance. In the (extremely unlikely) case that there are over 100 agents in the region, you may fail to find one even if it's right in front of you.
  5. not directly, you have to do math, but assuming the object has a flat face (like a cube), with sane texture mapping, the math wouldn't be too bad. for your use-case (I'm envisioning something like a dartboard) just converting the region coordinates to object coordinates should be sufficient? (hit_pos-object_pos)/object_rotation; for a cube, could then divide that by half the object's scale, (component wise, <a.x/b.x, a.y/b.y, a.z/b.z> ) then the coordinate that is almost exactly +- 1.0 would tell you the face, and the other two coordinates the position on the face in coordinates ranging from -1 to +1 with 0,0 being the center.
  6. modulus by 0 (and maybe also 1?) has bitten me a few times. You could argue it's divide by zero in disguise, but it's a good disguise to look for.
  7. It's priority 1, which is extremely low. Whatever it is, it's very probably not going to suddenly mess up some other animation.
  8. using linkset data can greatly simplify remembering handles: Instead of: key gHandleRequestStat; // global variable //... later in some event: gHandleRequestStat=llReadKeyValue("my_stat"); //... dataserver(key ID,string value) { if(ID==gHandleRequestStat) { /*...*/ } } consider: llLinksetDataWrite("Handle:"+(string)llReadKeyValue("my_stat"),"read:my_stat"); //... dataserver(key ID,string data) { string request = llLinksetDataRead("Handle:"+(string)ID); // semi-important ETA: delete the stored key after use! llLinksetDataDelete("Handle:"+(string)ID); // also in 'real code', check request!="" for sanity. if(0==llSubStringIndex(request,"read:")) { string stat = llGetSubString(request,5,-1); // set stat to data }// ...else ... }
  9. LL tries very hard to make sure new changes don't break old things, so whatever was done in the tutorial should still be valid. Everything you really need to know about notecard reading should be available on the wiki: https://wiki.secondlife.com/wiki/LlGetNotecardLine There's a new function for reading from a notecard called llGetNotecardLineSync, but I wouldn't recommend it to a beginner.
  10. The wiki example can be generalized a bit: // untested example: string generalCompass (vector direction) { list DIRS =["W","NW","N","NE","E","SE","S","SW","W"]; integer index = llCeil(3.5 - (4 * llAtan2(direction.y, direction.x) / PI)); // I'd clean up the above math for clarity, but too lazy to debug. Off the top of my head. . .: // list DIRS = ["N","NE","E","SE","S","SW","W","NW"]; // integer index = llRound(8*(llAtan2(direction.x,direction.y)/PI)); // llAtan2(x,y); returns clock-angles, whereas llAtan2(y,x); returns math angles. return llList2String(DIRS, index); } // What direction is the position X with respect to where this object is? // generalCompass(X-llGetPos()); // What direction is object 'ob' facing? (assuming it has standard orientation, which avatars do, but many don't: // generalCompass(llRot2Fwd(llGetObjectDetails(ob,[OBJECT_ROTATION]))); // What direction am I or the avatar I'm attached to facing? // generalCompass(llRot2Fwd(llGetRot()));
  11. Agreed. Anyway, the closest thing I know of to what you're asking for would probably be a slave auction board. It's usually portrayed as doms paying for subs, but one of the more popular ones had a section for the reverse last time I checked (years ago). Other than that, I think you'd just have to 'freelance' and find appropriate places to advertise your services.
  12. Indeed, putting a script that says something on a non-zero channel when touched into the hunt item is probably the best solution. But if you're willing to change the input from touching the object to touching the HUD when near the object and your avatar is facing it, llSensor could be viable, or raycast as was suggested earlier.
  13. Jump targets. See the first example in the wiki: https://wiki.secondlife.com/wiki/Jump
  14. (also at the risk of going off topic...) It used to be things were done by color and getting versions for each body included was a given. In my naive non-merchant understanding, don't color fatpacks make more sense? I'd presume there are more people who like different colors than people who use two or more different bodies on the regular.
  15. store the inventory key of the notecard and check against it, roughly: key kNC; // notecard's inventory key. //... changed(integer c) { if(c&CHANGED_INVENTORY) { key k = llGetInventoryKey("Notecard Name") if(k!=kNC) { kNC = k; handleNotecardRead = llGetNotecardLine("Notecard Name",0); } } }
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