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Estelle Pienaar

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Everything posted by Estelle Pienaar

  1. @Hintswen Guardian Could you shortly post a short description what your approach is? Is it working with listeners and communicating the object position? I am always interested in learning about different approaches to a problem.
  2. One more question: how do you "hide" your pre-load prim? Do you make it transparent or do you put it behind visible prims? As the SL viewer has been optimised to not load textures anymore that are not in the direct field of view, it is a surprise to me that this method still works.
  3. Can you create images of the different script error messages that you receive and post them here? I think that's the only way for us to get an idea of what is going on. Also you say that some objects don't give you an error message and just unseat you. But maybe you just overlook the error messages ( as they arrive sometimes silently in your messages floater and do not pop up on your screen). Have you checked that?
  4. 1) I guess you are getting a script warning window like this: But with adifferent message: "Script trying to trigger animations but PERMISS ION_TRIGGER _ANIMATION permission not set". Correct? 2) In my example picture it is a script in an object named "Object" that causes the error. It is located at the coordinates (12, 237, 73) . Now look at your own error message. What is the name of the object and where is it located? Is it actually the object that you tried to sit on or is it somewhere/something else? If it is somewhere else, then go to the coordinates that are given in your error message and remove the specified object.
  5. I am not a legal expert. But the code above has never been published in a wiki or code library and is therefore in my humble opinion no "library code".
  6. OK, then it was a misunderstanding. The title "Why has LSL after all these years not sorted their arrant stupid code logic?" made me understand something different (a flaw at the core of the concept of LSL) than what you meant. Can you shortly tell us how the problem has been sorted? I haven't seen a solution in this thread or in the "Inter sim catchup". And now I am curious. 🙂
  7. Also if you don't have the rights to a script, keep in mind that the author might take an issue with it being published.
  8. @greek Wingtips: as far as I remember (without being able to check inworld atm), the script error message is shouted by the object that contains the malfunctioning script. And you should be able to see the name of the object. Script trying to trigger animations but PERMISS ION_TRIGGER_ANIMATION ppermission not set If the name of the object causing the message is indicated, is it the same name as the object that you tried to sit on? If not, what is the name?
  9. Moirakathleen has already told you what to do and you obviously ignore her. I did a quick search for you in the Second Life viewer and I found 6 groups that deal with the vice combat system. Amongst others the: We Bet for VICE combat system Group founded for support builders and users of this awesome VICE combat system. VICE cs is alive, we need promote and promulgate. Discussion and news are allowed for ... You are welcome.
  10. llCasRay seems to be the only idea I can think of. But there are invisible and non-physical, extremely small and huge objects. It's not going to be easy to make a HUD that reliably can decide if and how far an object blocks the access to water.
  11. Hi, I think this question is posted in the wrong forum as it is not related in any way to scripting. It should probably be posted in the general discussion/viewer forum where many more people read it. The regular readers of the scripting forum are at best two dozen people. I can say that much: I haven't encountered the problem but I use extremely rarely shared media.
  12. Thanks Inulla, then I will check my own script and see what I might have done wrong in comparison to your script (I have a giant 10x10x2 prim with collision_start event and it works fine unless I do a tp into it.)
  13. Since it is not a listed caveat for llVolumeDetect and there do exist greeter scripts for collission prims (like DS* Greeter (volume_detect) v1.0.05): Can you confirm that a collision will NOT be triggered if an avatar teleports into the prim and walks then out and away from it?
  14. Experience key KVPs are way easier to handle and use than http bridges to PHP/SQL databases. However I prefer the latter because I can easily see the aggregation of the data. e.g. I have seen that I have designed my last game way to difficult at the start as 90% of players dropped out in the first quater of the game. Now I am trying to design my next game as easy as possible at the start in order to hook up players before giving bigger challenges. Without an external database and by just using KVP, I would have never realised my mistake...
  15. It is no problem to script a HUD prim button with a cool down feature. Either you switch the state after a touch_end event. The new "cooldown" state doesn't have a touch event handler and after a timer of x seconds, the script switches the prim button back to the default state. Or you don't work with states. Then use a "cooldown" integer. At each touch, the script checks if cooldown is TRUE or FALSE. .
  16. Look at my long reply in the linked thread below. There I have made a concrete and detailed example. (And I have also linked to an old tutorial) Maybe it helps? https://community.secondlife.com/forums/topic/325108-the-impossible/
  17. https://community.secondlife.com/forums/topic/296130-string-message-to-a-hud/ Look at Rolig's response to my question. It is pure genius and has brought my own scripting to a whole new level
  18. Ok thank you. If the problem does still exist, then I might open the JIRA myself. Have to look into it. Thanks Rolig!
  19. Hello, can someone link to the JIRA? I have been using http so far but wanted to switch to https... So it would be good to see if and how the problem gets solved.
  20. What is this: Ctrl+Alt+Shift+I (Object > Get Asset IDs) and some red boxes coming out of a scripted object? I have never heard of this before (not uuid; I mean red boxes). Since when is this a way to test script efficiancy?
  21. Thank you for your replies! When teleporting to other sims, it does get complicated! One thing that seems couter intuitive to me is that: ZERO_VECTOR = <0,0,0> equals <1,0,0> equals East. Why is that?
  22. I want to trigger an llTeleportAgent function in an experience_permission event. After the avatar teleported, it is looking in the wrong direction. So far I have used "llTeleportAgent(av, "teleporttarget", ZERO_VECTOR, ZERO_VECTOR);" After the teleport the avatar is looking East. But the avatar has to look West. I get that the last vector in the llTeleportAgent function the "vector look_at". If I read the Wiki page, it is not very helpful: http://wiki.secondlife.com/wiki/Category:LSL_Vector/direction. It only explains the vector for East ( <1,0,0> ) which seems to be the ZERO_VECTOR anyway. How can I find out the vectors for North, South, West or North-West, North-East etc.?
  23. Your stored key comparison should work. Here is another way to do it: Name one object e.g. "vendor bean" and the other e.g. "attachable bean". In the "changed" event you check the name of the object. If it is "vendor bean" then delete it. If it is "attachable bean" then don't delete it AND change into another state that does not contain the changed event. (the state change is a safety measure: Just imagine someon renames the object to "vendor bean", gives it to someone else and then it would delete itself...). EDIT: My proposed name solution has the security problem that someone might reset the script and then brings it back to the state default... So better stick with your owner key comparison
  24. It's not really clear to me what the added value of such an approach is. It sounds very complicated for what added value exactly. Why do you not give out simple attachable beans (and skip the whole step with an "interim vendor" that first rezzes and then delets itself). Just give the user the attachable bean directly from the bowl. Then put a script in the bean that choses the random flavor and color and renames it on first attachment. Then you can also get rid of the whole "the bowl communicates something". Or do all these complicated additional steps that you have in mind bring any additional value?
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