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theangriestpossum

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Posts posted by theangriestpossum

  1. I read that "The value for the key-value pair. Maximum 2047 characters, or 4095 if using Mono", but is there a maximum amount of key-value pairs I can create?

    Say I want to store data for ever single visitor to my sim, is there a limit on how many players data I can store?

  2. On 3/23/2023 at 10:57 AM, Quistess Alpha said:

    Nice video, but I can hear your voice but not the sound that's supposed to be playing? (Oh! it's a typing sound, that's not confusing at all. . . ) maybe something louder and more obvious would have been better for demonstration.

    Yea, its a bone cracking sound. Kinda hard to hear, I admit.

  3. 17 minutes ago, Rolig Loon said:

    While I'm grasping at straws, I notice that you are using llPreloadSound, which can have the disadvantage that it causes a one second delay. When I want to preload a sound, I generally use llPlaySound at zero volume instead.  Also, I have sometime "preloaded" a sound by playing it in a completely different script, possibly triggered by code in my main script.  The sound is not being preloaded in the script, after all, but in each listening av's client, so it doesn't matter how you get it there.  I'm not sure how (or whether) this has anything to do with your problem, but it's a different approach to preloading. It might sidestep whatever your issue is.

    So... I removed the preloading from the script and it did not work initially. Then I detached and re-attached the HUD and now, without llPreloadSound, it is working correctly. This is so strange.

     

    But whatever I guess, it all seems to work fine now. No repeating sounds at random.

    Thanks for the help!

    • Like 1
  4. 14 minutes ago, Rolig Loon said:

    I know this may sound like a silly, "Is it plugged in?" question, but have you checked your work area to be sure that there are not extra copies of your script active in nearby objects? I ask only because I have made that mistake myself and have gone nuts trying to find a nonexistent script problem. It's very humbling. 

    If that's not the problem in this case, I'm afraid I don't see an obvious answer.

    Yea, when I remove the object and do the listen trigger I get no sound played. I even rezzed the hud on the ground to make sure there were no duplicate objects linked inside of it. There are not.

  5. I have a script that calls llPlaySound on a HUD object. Debugging tells me that it is only getting called on one time, yet the sound will play randomly a random number of times.

    It's driving me crazy.

    llSetSoundQueueing is FALSE.

     

    Quote

    // Paz Stuff - Thank you for using my script. Feel free to use it in any way you want. I use Firestorms LSL Script Preprocessing which adds features that normal LSL scrips do not have. The actual code can be found at the bottom of this commented code.

    integer listener;
    key owner;
    string songName;
    integer songParts;
    integer songCount;

    initialize(){
        llSetSoundQueueing(FALSE);
        llPreloadSound("intro_1");
        llPreloadSound("intro_2");
        owner = llGetOwner();
        songName = "";
        songParts = 0;
        songCount = 1;
        listener = llListen(997, "", "", "");
    }

    default{
        state_entry(){
            initialize();
        }
        
        on_rez(integer startParam){
            initialize();
        }

        listen(integer channel, string name, key id, string message){
            if(llGetSubString(message, 0, 35) == (string)owner){
                list stringList = llParseString2List(message, [" "], [""]);
                songName = llList2String(stringList, 1);
                songParts = llList2Integer(stringList, 2);
                songCount = 1;
                llStopSound();
                if(songName != "sound_stop"){
                    llOwnerSay("play sound");
                    llPlaySound("bone_break", 1.0);
                    if(songParts > 1){
                        llSetTimerEvent(30);
                    }else{
                        llSetTimerEvent(0);
                    }
                }else{
                    llSetTimerEvent(0);
                }
            }
        }
        
        timer(){
            llOwnerSay("timer event");
            llStopSound();
            songCount++;
            if(songCount >= songParts){
                songName = "";
                llSetTimerEvent(0);
            }else{
                llPlaySound(songName + (string)songCount, 1.0);
            }
        }
    }
     

     

    When I rez the same object in world, it plays the sound one time, correctly.

    Edit: Rezzing in world does not fix this.

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