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Dotty Darkheart

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  1. yea, was wondering about that nd thingy,,,,
  2. Thank you so much, @Love Zhaoying! I used your formatting, it is probably unlikely for many persons to want to pass at exact same time through it.... maybe is sufficient and no loops required? at least for one person, with all the right setting, this works! default { collision_start(integer nd) { // Just check the first collision detected for this test if(llDetectedGroup(0)) { // 0 is the first collision detected llSay(0, "Detected someone of the same group! WELCOME!"); llSetStatus(STATUS_PHANTOM, TRUE); // Become un-solid } else { llSay(0, "You shall not pass without our group active :) ! "); } } collision_end(integer nd) { if(llGetStatus(STATUS_PHANTOM)) // If the object is un-solid llSetStatus(STATUS_PHANTOM, FALSE); // Set the object solid. } } do you believe i will encounter troubles if i leave it just like that? maybe the integer nd should be something else? i do not know these things x.x Thankies so much ❤️
  3. Hi! I am looking for a script that turns a box phantom only for my group. I did a little research and it should have been simple, i am not a scripter but generally i can understand what a script does when i read it. So i found this "secret door" here : default { // Triggered when objects (including avatars) collide with the object containing this script collision_start(integer nd) { while(nd) { // Cycle through the detected keys of those objects that collided this time checking if each is the owner. if(llDetectedKey(--nd) == llGetOwner()) llSetStatus(STATUS_PHANTOM, TRUE); // Become un-solid } } collision_end(integer nd) { if(llGetStatus(STATUS_PHANTOM)) // If the object is un-solid llSetStatus(STATUS_PHANTOM, FALSE); // Set the object solid. } } which works awesomely except i need it for group. Then i found here a bit about detecting group: //Gives inventory only to agents with the same active group default { touch_start(integer total_number) { if (llDetectedGroup(0) ) //same as llSameGroup(llDetectedKey(0) ) (with llSameGroup, detected must be in the sim) llGiveInventory(llDetectedKey(0), llGetInventoryName(INVENTORY_OBJECT, 0) ); else llSay(0, "Wrong active group!"); } } And after many attempts to actually get anything to compile, attempts that i will not post cuz... useless, i found @Quistess Alpha's post here that finally lead to something being compiled, this: default { collision_start(integer nd) { while(nd) { if(llDetectedGroup(0)) llSetStatus(STATUS_PHANTOM, TRUE); // Become un-solid } } collision_end(integer nd) { if(llGetStatus(STATUS_PHANTOM)) // If the object is un-solid llSetStatus(STATUS_PHANTOM, FALSE); // Set the object solid. } } which it does not actually do anything unfortunately , aka stays solid with the right group on. unsure what is off. I have no idea how to mix-match these to work. - If some of you have a script that does just this somewhere for sale, do let me know, i`ll most probably buy it, i couldn't find one. - if somebody feels like offering to do this commercially, i would be happy to pay for your time, but only if you are ok with giving it to me opened/ modifiable /editable. totally ok to keep your copyright rights and notices in/with it, but i want to actually see it. - if you are kind enough to fix this here on forum, would be very grateful to donate this to the open library, i`m sure more people would want to land their humans in a closed box, cuz group ban lines don`t actually work high in the sky, thank you!
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