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FurryWolf45

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  1. I'm not sure what you mean by this... Like I said I'm very new to scripting so I have no idea whow that's supposed to look or what exactly you're telling me to change...
  2. I tried using the prim name to change the number but was unsuccessful. Then I swapped to name of the texture and I still can't figure it out. It's still just choosing the top Texture in it's inventory and playing the animation for that... I still can't figure out how to comunicate which one I want it to use. I thought I got it when I finally didn't have an error on either script. My Controller script is now set like this: integer ch=-67892 ; //Change this to a unique 5 digit number. default { touch_start(integer total_number) { llSay(ch, llGetLinkName(llDetectedLinkNumber(0))); //speak the name of the clicked prim } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// and my Animation/Reciever script is set like this: integer animOn = TRUE; list effects = [LOOP]; integer movement = 0; integer face = ALL_SIDES; //Number representing the side to activate the animation on. integer sideX = 1; //Represents how many horizontal images (frames) are contained in your texture. integer sideY = 1; //Same as sideX, except represents vertical images (frames). float start = 0.0; //Frame to start animation on. (0 to start at the first frame of the texture) float length = 0.0; //Number of frames to animate, set to 0 to animate all frames. float speed = 10.0; //Frames per second to play. initAnim() //Call this when you want to change something in the texture animation. { if(animOn) { integer effectBits; integer i; for(i = 0; i < llGetListLength(effects); i++) { effectBits = (effectBits | llList2Integer(effects,i)); } integer params = (effectBits|movement); llSetTextureAnim(ANIM_ON|params,face,sideX,sideY, start,length,speed); } else { llSetTextureAnim(0,face,sideX,sideY, start,length,speed); } } fetch() { string texture = llGetInventoryName(INVENTORY_TEXTURE,llListen(-67892, "SCREEN_HUD", "", "")); llSetTexture(texture,face); list data = llParseString2List(texture,[";"],[]); string X = llList2String(data,1); string Y = llList2String(data,2); string Z = llList2String(data,3); // llOwnerSay("X=" + X + " Y=" + Y + " Z = " + (string) Z); sideX = (integer) X; sideY = (integer) Y; speed = (float) Z; if(speed) initAnim(); } default { state_entry() { llSetTextureAnim(FALSE, face, 0, 0, 0.0, 0.0, 1.0); // V2 - remove all anims fetch(); } changed(integer what) { if(what & CHANGED_INVENTORY) { fetch(); } } }
  3. Unless there is a better way to go about this... My ultimate goal is to make a hud that controls what gif is playing on the screen. The Gif Animation script needs to be able to read the name of the texture in order to work so using the UUID to apply the texture was successful is changing the texture but unsuccessful triggering the animation script. So I then loaded the prim with all the textures and my idea was to have the animation script setup to listen to the hud controller and change the inventory number it reads to tell it to change to another texture in the prims inventory. Now I'm exploring the idea of putting the texture needed into each button on the hud and using an inventory transfer script to move the texture I want to the prim for the animation script to then read and start the animation while also have it set to remove the texture that is already in the prim so it doesn't keep using the same gif. I'm not sure the best way to go about this but I've tried typing out several scripts and have failed. I'm still VERY NEW to scripting so I'm not the best at coming up with the best way to do things. If there is a better way, I would be so thankful if someone could tell me how to do it.
  4. The texture is whats being animated. Its a basically a screen with animated textures. I got the animations running where the gif's play smoothly but the Texture Animation script needs to be told what texture to use from it's inventory. Each texture is named in a specific way that the script reads to determine how to animate it such as "Ghost.animon;3;3;10". the script reads the textures name and knows that its a Pixel sheet with a total of 6 frames in a grid of 3x3 that needs to be animated at the speed of 10. the Gif animation script looks like: string texture = llGetInventoryName(INVENTORY_TEXTURE,[The Number That Needs To Change]); llSetTexture(texture,face); list data = llParseString2List(texture,[";"],[]); string X = llList2String(data,1); string Y = llList2String(data,2); string Z = llList2String(data,3); // llOwnerSay("X=" + X + " Y=" + Y + " Z = " + (string) Z); sideX = (integer) X; sideY = (integer) Y; speed = (float) Z; if(speed) initAnim(); } default { state_entry() { llSetTextureAnim(FALSE, face, 0, 0, 0.0, 0.0, 1.0); // V2 - remove all anims fetch(); } changed(integer what) { if(what & CHANGED_INVENTORY) { fetch(); }
  5. What I'm trying to do it set up a hud that comunicates with an animated prim. I have the animations working but they require me to change to value of a number in the script. Example: "string texture = llGetInventoryName(INVENTORY_TEXTURE, 1)" would give me the 2nd animation within the prim where "string texture = llGetInventoryName(INVENTORY_TEXTURE, 3)" would give me the 4th animation. They play perfectly but I'm having to change them manually. I was able to get the hud I made to comunicate to the prims but they don't change the number. Each button on the hud is set up with a number to send to the animation script, I just can't figure out how to tell the animation script to listen to the hud to figure out which number to pull from it's inventory. My hud script is currently set like this: //////////////////////////////////////////////////////////////// integer ch=-67892; string txt="1"; ////////////////////////////////////////////////////////////////// default { touch_start(integer tn) { llSay(ch,txt); string owner = llGetOwner(); } } ////////////////////////////////////////////////////////////////// So I'm trying to figure out what I should write for the Prim's script to listen to the value given to change the number in string texture = llGetInventoryName(INVENTORY_TEXTURE, [Listen to the number sent from hud!] ) If anyone could please help me I will be very thankful. I've been trying to figure it out for a week now...
  6. This fixed it! Had a couple syntax errors working on it but i was able to fix them. This helped WONDERS ❤️❤️❤️ THANK YOU!!
  7. Okay so I have a spanker on my Avatar and I wanted to see who is spanking me so I created a script that does that but I want it to say different things for each spank. I created a script that seems correct but it keep giving me a Syntax error in the same spot every single time no matter what. I have no idea what is wrong. default { touch_start (integer num) { list Roleplay = [" spanked Lillian's butt!", " made Lillian's butt jiggle with a good spank!", " slapped Lillian's bouncy butt!", " made Lillian's butt bounce with a hard spank!", " made Lillian dance with a firm slap on the butt!", " slapped Lillian's butt so hard, it's turning red!", " spanked Lillian's butt, making her wiggle with excitement!"]; integer Choice = (integer)llFrand(llGetListLength(Roleplay)); llSay(0, llGetDisplayName(llDetectedKey(0) + (string)((integer)llList2String(Roleplay,Choice)); } it always says there is a syntax error at the very end of the scripte right after (string)((integer)llList2String(Roleplay,Choice)) in between the ) and ; what is wrong here!? It worked when I did the single line but not here?
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