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Wakizashi Yoshikawa

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About Wakizashi Yoshikawa

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  1. Yeah, maybe I didn't explained why I don't work with descriptions/names, so no worries. And yeah, relinking can be the issue obviously, but thats not my top concern for now. Thanks for the input Qie
  2. Because every single texture hud that I have seen out there (meant for designers who don't want to create their own huds for the sake of simpliciy without going into a debate how responsive reading notecard is on every single hud click) write some data in description/object name? And I can add my stuff on existing description, but highly doubt that other script will parse it properly after that (almost certain it wont). So to avoid storing my settings, and thinking if they will ever be overwritten by some other script (or appending the settings would break other scripts) I figured to read them for notecard (no need to leave script +mod) and store the list that way...
  3. Thanks for the JSON functions, I seriously need to check the updates considering that I have been idle for some time, and as I explained, the group names so to call them are variable (but would probably be smarter to make them constant to avoid unknown needle in a haystack)
  4. Not when your other script overwrites the name/description in its process, or I have misunderstood it so you meant the first time script is run? Also not following the bottom part especially when I have no idea about the names to begin with (yeah, I can make them static and say "name prims groups as A,B,C etc) just wondering how would I know the name change?
  5. Hello everyone, can anyone help me with the following issue I'm having I want to map the prims in the linkset based on their groups, and later do something with those grouped prims. For example: In a linkset there are prims 2,3,4 with Name(or description doesnt matter really) A. There will be also prims 5,6 with Name B, 7,8,9,10 with name C and so on. So I want basically to output the result (llOwnerSay, llSay doesn't matter) in the following manner a:2,3,4@@b:5,6@@c:7,8,9,10 (where a is the group name, then list of prims in the group and last part is lets say group separator for easier parsing later(?)) (because of the unknown length I'm not sure that strided list would help here, correct me if I'm wrong) Where the name of the prim will be unknown, as well as number of linked objects in the corresponding group. How can I group them by unique name of the prim name? To avoid raising XY problem here is what I'm trying to do. Since most of the texture/color changer scripts are already using name/description for their work, I need to map the prim groups and spit out the result in chat. The user can put that in notecard and I will read it later from script, store it and later do things with the prims of each separate group (toggle visibility, colors etc). That way the user can map the prims, and gets the result for the notecard config, and later use his hud scripts which will occupy name/description properties... I cant wrap my mind around it honestly so any help will be appreciated.
  6. Well its pointless to explain to me what can I do if I own two objects... I perfectly know that I do ping between them, pair holster and weapon, and what not... Again that is not the issue here as I explained above. And again I dont see how rezzing 7 prim object on sim has more impact than rezzing 495 bullets from gun? Heck, Im even willing to compare it on land where you have permission to debug scripts to show you exaclty how much impact on sim this script I made have, and I dont even consider myself uber-scripter. So please dont tell me what to do if I own two objects, even that Im gratefull that you people showing me how many flaws this system have. I already know all that, issue is with rest of 99 percent cases where I have no idea how many rings, bracelets or gloves user have attached on his hand in this case. And that being said, and due to fact that there is no other answer except "that will cause lag" (in virtual world which is far from lag-less), I will just ignore this thread... Again thanks for your time to answer
  7. Ok again, my question is NOT about lag that rezzing objects might create (and its quite pointless when people are rezzing literally **bleep**load of bullets from scripts that date from 2008). Issue here is about llAttachToAvatar. That being said, and the fact that you cannot replace object that is already in attachment spot. Since I dont need any advice about rez-to-had this post can be closed. Thanks for your time
  8. Thanks for reply Qie, For this example I do control both scripts, but if someone get <name favorite sword creator> and use his sword, and my gun, then I have absolutely no control over sword scripts. Rez to attach, works as intended. If you are in no rez area, then you will not be able to use ANY gun since all of them are firing projectiles that has to be rezzed. Permissions are thing that has to be dealt with, I agree, but there was Fusion saber system (SWRP, R34l1ty H4ck3r5) that has been used that way for ages and none seem to complain about it too much. That is not my issue here anyway, my issue is multiple attachments and no control over it (basically). And prim "tranfrankesteination" is not an option with meshes which I do intend to use in near future.
  9. Hi everyone... I haven't been in SL for a while, and decided to give it a spin again... Being builder and somewhat scripter, I just briefly checked out new features and one particularly drawn my attention. Ability to have multiple attachments on the same attachments spot. Is this how things work atm or there is lsl function to automatically drop attachments from one point and then attach it. Here is scenario. I am building my own Rez-to-hand weapons system. Meaning, you don't get invisible weapon attached to your hand which change alpha to show it, but instead, you attach holster, and when you click it it rezzes gun that automatically attach to spot you wanted (left or right hand). Now, I also make swords, and since it haven't been possible (well, back then since I was not inworld lately), there was no problem since if it is the same hand, first one will be automatticaly dropped and newly rezzed sword will take its position in right hand for example. With new system, as far as I have figured, if I do the same system will just add another attachment to hand having both gun and sword which is quite stupid, impossible and not allowed in RP communities, Im I right? Not to mention bunch of scripted items that take avatar controls and what not... BTW, I am in office, and didnt had time to check it out inworld, otherwise I wouldnt be posting this here, so thanks for understanding :)
  10. You are aware that 90% of IM's are working like that? Flashing icon in system tray which you open to see who is chatting with you on skype/msn/yahoo etc... I really dont see proble with either that (since i dont have to be spammed with window instead i can read stupid post on group charter and close it right on the spot), nor with tabbed ims interface, so every im/group charter is at the same place (well, apart from regular chat, which again i find ok tho that just might be me...) And sorry, havent run v1.2 derivates since shenanigans with Emerald, can you tell me how comunications are done in v1.2 please.
  11. Jean Horten wrote: I'd use Kirsten's S21 if it would not have the same cluttered unuseable GUI like LL V2, cause I get insanely high FPS in Kirsten's. But what's insanely high FPS when you can't use a viewer due to everything that is not stuffed into the sidebar is being cluttered all over the screen? J. I really dont think UI in v2 is cluttered and unusable... Last time I checked with, oh, dunno, PS CS5, It has floating dockable panels similar to v2, and i dont see users used to PS 4 whine about it as much as people do with V2 viewer. Hands down, for some features old v1.2x is better, but in my humble oppinion v2 have more slick and very politely stacked panels. Again, if you really wish, you can spread them all arround like in v1.2 you just have to change skin (if i recall, Kirstens is no longer shipped with bunch of skins, you need to get them separately). Also, you have option to complete kill all windows and open them by clicking on quick lauch in Kirstens viewer. I really would trade "cluttered and unusable" UI on V2 for its features. For me, textures are loading much faster than on any v1.2 derivate, rendering engine is out of the box nicer, im getting better FPS and what not. Again, VERY subjective oppinion, just like yours and the one from OP. What really is bad here is that lots of people never give v2 proper spin to be able to say that "its crap". Also, debating on UI is very delicate subject, as I have seen lots of professional designers who say that V2 interface IS in fact more slick, modern and cleaner. Again, subjective oppinion. But will I quit SL if LL decide to change viewer? EDIT Actually, all you need to check one option in S21 prefs, under Viewer -> Sidebar panels opens as Floaters and you can have old v1.2x "uncluttered" looks
  12. You simply gotta love this kind of posts. Especially with given example as someting as trivial as moving arround. Ever played FPS? Missing one hand or you have hook instead of fingers so you need mouse driven walk? Other hand is bussy with sometin else? (coffee, soda, beverage, sandwitch) I mean please. Explain to us all how movement is much simpler in oh-beloved-God-given Phoenix viewer. Making clear that you will leave SL because of viewer (mind you that nobody actually forcing you or preventing you form using Phoenix viewer), means very little. Your oppinion on viewers is yours only. I think Phoenix have great features, but even I mostly build in SL I would rather go with V2 based because I really dont need stupid features such as "Oh mighty Phoenix show me who is looking at me and who is checking my attachemnts, so I can rant at them". I for example think that Kirstens S21 viewer blow the living hell out of Firestorm. However Im not preaching about viewers nor starting debate who has bigger... errr... viewer. What exactly you are missing from latest beta when you switch to Advanced mode comparing to e.g. 2.5.2/2.6 ? If this is random rant about how you hate v2 and love obsolete and laggy v1.2x derivates then this complete post is quite pointless...
  13. Thats sctrange... With advanced menu enabled shortcut should work fine... But im glad you fixed it
  14. Leslie, you probably got stucked in wireframe mode... Try pressing Control + Shift + R and see if objects are solid again.
  15. To be honest, i understand his frustration. Each and every issue starts with "Its not me, its you"" approach. In lots of cases that is correct but it many its not. For example, I had problems with EVERY build after 2.5.2 including official one and I couldnt even run it. "Update .NET", "Check for viruses", "Update C++ redistribs", "What not". And do you know what was solution? Removing Winmm.dll that was shipped together with viewer (for unknown reason, since i have one native on in my system32) was causing issues in my case. Remember previous viewers worked just fine (and not having that dll shipped with them). However, I dont see much people whining about it so its not affectin everyone. But, if reason for that is my USB joystick, thats working EVERYWHERE else, then sorry to say, viewer is poorly developed. Its almost as you are trying to debug BSOD on windows. Post error, and watch plethora of advices from "your memory is broken" to "your mother is llama". Same going on here and most likely will be in future as well. My 2 cents, and yeah, im kinda sick of "clear cache" advice for pretty much every problem you encounter in sl, too...
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