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Arun Muhindra

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  1. it does not collide. but it would look really cool if the bridge open just what it needs. 😉 After all wikis and test in the sanbox: llVolumeDetect(), llGetBoundingBox(), lCastRay() does not detect prims with physical shape 'none'. It seems there is no way to realize my idea...
  2. Hi there (sry my bad english..) I try detect the size of some sailing boats passing by, to open a bridge depending to the ship size. My first attempt was get the bounding box from the ships in a sensor. This failed because some ships mast is set to physics shape 'none'.- As result the size is way to smal. Detect with llCastRay() also not work because same reason : CastRay can't detect prims set to physics shape 'none' It looks like there is no way get the correct size from a physical linkset with childs set to physics shape 'none'. Any ideas for a workaround? Arun
  3. Thank you for all the answer and the code. I will try to understand and implenemt ingame. This looks really cool and i'm happy others got 'more math' then i did! ty
  4. Hello. I did a texture with numbers 0-9 and other letters. 4*4 fields. I like to have 3 digits on a HUD shows my data as integer. My idea was split the data integer in digits. Get the texture offsets for each digit from a list (stored before) list[0] is offset for 0, list[1] offset for 1 and so on. Get the data with (vector)llList2string from the list. Then i set the texture with llSetLinkPrimitiveFast [PRIM_TEXTURE]... Is there a way do this with using less effort, less script time consumption?
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