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Mia Puddles

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  1. ok trying to use a vector only pick up people in a box. As you can see it scans the full sim and skips 99% of them but if I'm out side the box and close to it it still picks me up. I'm getting a bit lost on this I have been working on this part for hours and just can't seem to find why it wants to pick up me out side the box and no one else. I mean with then 20 meters of the box. vector Clean(vector data) { data = <llFabs(data.x),llFabs(data.y),llFabs(data.z)>; return data; } timer() { list keys = llGetAgentList(AGENT_LIST_REGION, []); integer numberOfKeys = llGetListLength(keys); vector currentPos = llGetPos(); list newkeys; key thisAvKey; integer i; integer abort; if(numberOfKeys == 0) { return; } for (i = 0; i < numberOfKeys; ++i) { thisAvKey = llList2Key(keys,i); list temp = llGetObjectDetails(thisAvKey, [OBJECT_POS]); vector AgentPos = Cleanup(llGetPos() - llList2Vector(temp,0)); if(AgentPos.x > max.x & AgentPos.y > max.y & AgentPos.z > max.z) { //llOwnerSay(llKey2Name(thisAvKey)); } else { llOwnerSay((string)AgentPos + " " + llKey2Name(thisAvKey)); } } }
  2. is there a way to know if its a AV or object talking. Working on a script that I need to send messages on to other commands based off its a av or object talking? Basically skipping commands on objects sending select commands being I have no reason to run more than one listener.
  3. right I used an experience due to the fact I hate and I just hate being asked ever time to have something attach to me.
  4. Opps note to self use [PRIM_PHYSICS, FALSE] yeps did a smooth noob thing physics was left on lol, its fixed, thanks for those who had a look!
  5. yes when the item is rezzed in world boot dose a pre grab of the map, texture and size, but like I said when its not attached the scale works just fine attach it and stays the same size as it was when it was a sphere; IE size given <0.06382, 0.06382, 0.22059> size non attached <0.06382, 0.06382, 0.22059> size attached <0.11159, 0.11159, 0.11159> Its store before it moves from boot, I'm using 6 shapes and each shape has it own size, there being pulled from a list. that end dose work just fine, stores the size, texture and map. and it calls it back when I do a reshape just it won't set the size at all when its attached.
  6. TauniKingston with some light modding of the scripts from https://wiki.secondlife.com/wiki/LlRequestExperiencePermissions you may have what your looking for. I used it for my base rp hud a while back and worked just fine for me. just change llAttachToAvatarTemp(ATTACH_HUD_CENTER_1) to llAttachToAvatarTemp(ATTACH_RHAND) but you will need to have your own Experience or have one you are allowed to code for, I hope it helps you.
  7. I'm not sure what the issue is what it. What I am trying to do and it works just fine out side of the fact till its dose attach. I have a sphere map once someone triggers the sphere x amount of times "I have that end of the script working" it triggers auto attach, during my testing before adding auto attach the map, texture and size do ever thing right. Once I add the attach part the map changes and the textures. Here is the thing size dose not change. I have tried llSleep, llSetPrimitiveParams, llSetLinkPrimitiveParamsFast, (llSetScale & llSetTexture with all llSetPrimitiveParams) all fail when it attaches. Never scales to the vector given. My script I have removed info that works just fine and I don't think it applies to the problem at hand. HIDDEN INFO just sending info to my other scripts and its trade secrets :P integer X = 100; string Texture; string Map; vector Size; Boot() { HIDDEN INFO } Ball() { HIDDEN INFO } Reshape() { llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, Map, PRIM_SCULPT_TYPE_SPHERE, PRIM_COLOR, ALL_SIDES, <1., 1.0, 1.0>, 1.0, PRIM_TEXTURE, ALL_SIDES, Texture, <1,1,0>, ZERO_VECTOR, 0]); llSleep(0.2); llSetPrimitiveParams([PRIM_SIZE, Size]); } default { state_entry() { Boot(); } link_message(integer source, integer num, string str, key id) { if(num == 7734) { llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_TEXT, "", llGetColor(0), 1.0]); Toy(); } } collision_start(integer num) { key give_to = llDetectedKey(0); if(llDetectedType(0) & AGENT) { X = X - 15; if(X <= 0) { llMessageLinked(HIDDEN INFO,HIDDEN INFO, HIDDEN INFO,HIDDEN INFO); //Sends a command to my Experience API script } } }
  8. I have never really played with this, but dose the objects need to be mod for it to work?
  9. thank you Molly my output is now "13, 13, 13, 13, 13, 13, 13*0*0" now I just have to find a way to remove the unneeded spaces lol
  10. I'm getting some info from the object desc, that I'm using the "llParseString2List" command with, That will use the llCSV2List to pull details from one part of the desc, That end I have working. But I'm having trouble storing the changes back after I use a "llListReplaceList" comannd. I have tried to use "llDumpList2String" command but I end up getting something I'm not looking for. IE Pre Change (Prim Desc = 0,1,2,3,4,5,6,7*0*0*) After Change (Prim Desc = 0*A*B*C*D*E*F*G*0*0*) When it should be (Prim Desc = 0,A,B,C,D,E,F,G*0*0*) list Details = llGetObjectDetails(llGetKey(), [OBJECT_DESC]); list ldata = llParseString2List(llList2String(Details,0),[" * "," * "," * "," * "," *","* ","*"],[]); list my_list = llCSV2List(llList2String(ldata,0)); (after I do my hidden changes trade secrets lol, jk no need to post something that all ready works just the end I'm having trouble with!) llSetLinkPrimitiveParams(LINK_THIS, [PRIM_DESC,llDumpList2String(my_list, "*")]); Any tips or help on this matter would help tons!
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