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KT Kingsley

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Posts posted by KT Kingsley

  1. Perhaps your HUD has repositioned itself somewhere off the visible screen. Right click and edit a visible HUD and then use the scroll wheel on your mouse, or the zoom slider on the camera controls floater, to zoom out and bring the hidden items back into view. Then right click on the hidden HUD and use the arrows to drag it back inside the visible screen area outlined in white.

    HUDs are also subject to an SL bug where sometimes items don't render when they should. You can try selecting edit for the item from its listing in your inventory. This should make it visible if it's just failed to render, or the green and blue axis lines will give a clue to where it's gone - in which case you can zoom and drag it back into the visible screen area.

  2. I used to use a script that, when I TPed into a different region, briefly set my camera view to a few thousand metres above my location and then returned it to normal. I can't remember why I stopped using it; either because the effect was too annoying or perhaps because it stopped being as effective as it was at first. These days I have a macro that toggles wireframe view on and off (Ctrl+Shift+R, twice) tied to a spare mouse button (scroll wheel click), and clicking it when I arrive in a new region has become an automatic reflex action.

    ETA: the wireframe toggle will also (usually) redraw other scene elements that fail to render the first time.

    ETA2: I wonder if there's some RLV commands that might force a scene refresh?

  3. You could try something like this:

    default
    {
        attach (key id)
        {
            if (id) llOwnerSay ("@adjustheight:1.0=force");
            else llOwnerSay ("@adjustheight:0=force");
        }
    }

    which adds a hover of "1.0" when the object carrying the script is worn, and resets it to 0 when it's removed.

    Actually, the parameters for @adjustheight are more involved than I've shown here, but for myself, in practice, I've just trial-and-errored a single value parameter that works (I'm a very lazy scripter). A value of 1.0, without any other parameters appears the set a hover height of 0.1m. See http://wiki.secondlife.com/wiki/LSL_Protocol/RestrainedLoveAPI#Movement for more info (and this links to http://sldev.free.fr/forum/viewtopic.php?f=7&t=447 for even more detail). Note that not all RLV enabled viewers support this function, though Firestorm does.

  4. There is also a debug setting, AvatarHoverOffsetZ, that appears to work independently of the hover setting in your shape. The Firestorm viewer has a Hover Height slider in its Quick Preferences floater by default. And there's an RLV command, @adjustheight:n=force, that you can use from a script.

  5. I believe you can only animate either one or all the faces of a prim, and you can only run one animation on a prim.

    To get the effect you're asking about I'd use two identical prims, one set up with the animation on ALL_SIDES and with the unwanted faces transparent, and make the faces on the other prim that correspond to the desired faces of the first prim transparent.

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  6. Possibly not relevant here, but…

    If you're just trying to avoid the hassle of having to type out commands then you might consider using gestures tied to function keys to issue them.

    Also, many vehicle scripts will let you specify and use a non-public chat channel to issue commands, which is aesthetically more pleasing (and something both llDialog and gestures can accommodate with ease).

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