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Tinkarbell

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Everything posted by Tinkarbell

  1. it does though. I just tested it with this look at script: default { on_rez(integer param) { llResetScript(); } state_entry() { llSensorRepeat("", "", AGENT, 15.0, PI, 10);//scan for nearby avatars } sensor(integer total_number) { integer distance = (integer)llVecDist(llGetPos(), llDetectedPos(0)); llLookAt(llDetectedPos(0) + <0.0, 0.0, 0.5>, 0.2, 0.3);//look at detected avatar if (distance <= 10) { llSensorRepeat("", "", AGENT, 15, PI, 0.1); } else if( distance > 10){ llSensorRepeat("", "", AGENT, 15, PI, 10); } } }
  2. there aren't any dark baked shadowing on my mesh eyes. I think you may have bought the wrong one.
  3. The problem here isn't coming up with 5L. Trust me. The problem is that eye doesn't have all the features including the HUD etc, that I have outlined in the OP. I know that it isn't impossible . I'm still looking for a scripter who wants to be hired. anyone?
  4. Here is an eye that follows the closest avatar: https://marketplace.secondlife.com/p/Super-Mario-64-Follow-Eye/15243757 I'm not sure why it would need to know the position of your head if it is attached to it . the only thing changing is the rotation.
  5. Hi, I want to hire someone to make a product for second life . Mesh eyes and HUD. The eyes follow (look at) the head of the closest avatar. The HUD is used to turn this feature on/off. also to set the maximum turn angle to prevent the eyes from turning around backwards. Also to set the range in meters. And finally an option to rotate the head (with limits) towards the nearest avatar. -so if I am wearing the eyes and the HUD, I turn the HUD on, set range to 10 meters and set head and eye angles to 30 degrees, then my avatar should look directly at the head of the avatar that walks up to me. If there is also a way to have my avatar look at my own camera that would be included. how much would it cost to program this?
  6. Hi, I have a few ideas for new products and I was wondering how to go about hiring someone who can make them?
  7. Is there a way to add breathing to my current AO? To be clear I have 100s of animations and I would like to buy a HUD that adds breathing movement all the time with out breaking other animations.
  8. that worked. thanks to both of you.
  9. Thanks for helping me! I tried the code you gave me for the sound. I came back with an error: function call mismatches type or number of arguments
  10. right now, 1 animation can be added to the content of the object containing the script. also 1 sound file. - I would like to be able to add as many sound files as I want and when the object is touched one of the sounds is played at random. I know that I need to use "frand". but I'm not a programmer so I don't know how to code it. any help would be much appreciated. here's what I have so far: string SoundFile ="slap001"; // End name of the spanker string ObjectName="Spankme! (Wear)"; // Text color white. vector Vector_Color = <1.00000, 1.00000, 1.00000>; integer IHavePermission = FALSE; integer GetAttach = FALSE; integer lT; list UserName; string FirstName; float TimeIt = 3.0; integer Count; integer TotalA; list lA; integer WHICH; integer CheckForAnimations() { integer i; TotalA = llGetInventoryNumber(INVENTORY_ANIMATION); // clear and rebuild the animation list lA = llDeleteSubList(lA,0,-1); for ( i = 0; i < TotalA; i++ ) { lA += llGetInventoryName(INVENTORY_ANIMATION,i); } if (TotalA < 1) { llInstantMessage(llGetOwner(),"Sorry no animations were found, you must add 1 animation to the content of this object."); return TRUE; } return FALSE; } integer CheckForMaxAnimations() { integer i; TotalA = llGetInventoryNumber(INVENTORY_ANIMATION); // clear and rebuild the animation list lA = llDeleteSubList(lA,0,-1); for ( i = 0; i < TotalA; i++ ) { lA += llGetInventoryName(INVENTORY_ANIMATION,i); } if (TotalA > 1) { llInstantMessage(llGetOwner(),"Sorry max animations are 1, you must remove some animations from the content of this object."); return TRUE; } return FALSE; } LetsTimeIt() { lT = (integer)llGetTime() + (integer)TimeIt; llSetTimerEvent(1); } PlaySoundFile() { float volume = 1; llStopSound(); llPlaySound(SoundFile, volume); } default { state_entry() { UserName = llParseString2List(llKey2Name(llGetOwner()),[" ","| "," |"," | "],[]); FirstName = llList2String(UserName,0); llSetObjectName((string)FirstName+"'s "+ObjectName); llSetText("",Vector_Color, 1); } attach(key id) { if(id == NULL_KEY) { GetAttach = FALSE; llSetObjectName((string)FirstName+"'s "+ObjectName); return; } else if(CheckForMaxAnimations()) { return; } else if(CheckForAnimations()) { return; } else GetAttach = TRUE; Count = 0; llRequestPermissions(id,PERMISSION_TRIGGER_ANIMATION); UserName = llParseString2List(llKey2Name(llGetOwner()),[" ","| "," |"," | "],[]); FirstName = llList2String(UserName,0); llSetObjectName((string)FirstName+"'s "+ObjectName); llInstantMessage(llGetOwner(),"Ready (bytes free"+" "+(string)llGetFreeMemory()+")"); } touch_start(integer total_number) { integer TouchTrack; key person = llDetectedKey(TouchTrack); string user; if(!GetAttach) { llInstantMessage(person,"I must be attached before you can use me!"); return; } else LetsTimeIt(); PlaySoundFile(); integer i; TotalA = llGetInventoryNumber(INVENTORY_ANIMATION); // clear and rebuild the animation list lA = llDeleteSubList(lA,0,-1); for ( i = 0; i < TotalA; i++ ) { lA += llGetInventoryName(INVENTORY_ANIMATION,i); } // llStartAnimation(llList2String(lA, WHICH)); WHICH++; if (WHICH >= TotalA) { WHICH = 0; } if (person == llGetOwner()) { //llSetText("\n\n"+(string)FirstName+" has spanked their own ass!\n\n"+(string)FirstName+"'s ass has been spanked "+(string)Count+" times.",Vector_Color, 1); return; } else Count++; user+="\n"+llKey2Name(person)+" has spanked that ass!\n\n"+(string)FirstName+"'s ass has been spanked "+(string)Count+" times."; //llSetText("\n"+user,Vector_Color, 1); } run_time_permissions(integer permissions) { if (permissions == PERMISSION_TRIGGER_ANIMATION) { IHavePermission = TRUE; } } timer() { if(llGetTime() > lT) { llSetText("",Vector_Color, 1); llSetTimerEvent(0.0); } } }
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