Jump to content

Acheron Gloom

Resident
  • Posts

    124
  • Joined

  • Last visited

Everything posted by Acheron Gloom

  1. llGetLinkPrimitiveParams(LINK_NUM, [PRIM_DESC]); llSetLinkPrimitiveParamsFast(LINK_NUM, [PRIM_DESC, STRING_VALUE]);
  2. No air resistance, distance from earth's center does not affect gravity, gravitational constant afaik is 9.81 in SL (9.8067 in real life), and of course your velocity limit is 202.8 m/s. Collisions are also different because they're calculated per-frame instead of continuously, so of course we have a gap between each projectile's frame of [(velocity/45) - ProjectileLength] meters.
  3. You attached something probably. Just detach scripted items one by one until it goes away is what I would suggest. Its called llSetBuoyancy, though other functions could do it, too, like llSetForce and llPushObject and llApplyImpulse. Unless it only happens in one sim, then its probably an object using llPushObject on you.
  4. llSetForce with a precalculated time until velocity reached
  5. Adding onto what Qie said, you're probably putting it above the default state, when it needs to be in a state. Next time post your script though, and it'd still help if you post it now.
  6. I'd be interested. I'm currently not home, else I'd message you in-world, but I'll probably be home by tomorrow. If you drop me a notecard or an offline with more information, or even a message on this forum, then we can discuss it more. I have a pick in my profile for a bit more information on my scripting and here is an example of some of my 'research', you could say: http://bit.ly/jrqgp7 Most of my work has been done for people in the LL damage military community, which tends to use high-fire-rate guns, explosives, and other modern/futuristic items, but I can work on other things, too.
  7. llSetLinkPrimitiveParamsFast(!!llGetLinkNumber(), [PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, <128.0,128.0,128.0>]) The above will go to the coordinates <128,128,128> instantly. If you only want it to go to center but not change height: vector pos = llGetPos();llSetLinkPrimitiveParamsFast(!!llGetLinkNumber(), [PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, <128.0,128.0,pos.z>])
  8. http://status.secondlifegrid.net/
  9. *Allow them to create a custom package using a menu and being stored onto a Notecard Scripts can't write to notecard, unless I misunderstood you.
  10. llSetTimerEvent(float time) is the function you use to set up a timer. Every 'time' seconds it will activate the timer EVENT. To stop a timer you would just do llSetTimerEvent(0.0); or to change it ot another time you would just do the llSetTimerEvent() function again with a different time. The event will keep activating every 'time' seconds until its stopped though. Basically, start it with llSetTimerEvent(60.0); to have it activate 60 seconds later, and to stop it you would use llSetTimerEvent(0.0); If you want it to do something every second you would need a global variable integer set to 60, a timer for every second, and just do llSay(0, "COUNTER AT: " + (string)(--varInt)); if(!varInt){ we're all done } and to reset it you would stop the timer AND set varInt back to 60.
  11. It will even give you errors that are lines ahead of where your actual fault was, for example if you leave the end off a vector or rotation.
  12. It just has to do some extra math to map the texture onto the object. Its as simple as that.
  13. Attachments do have collision events, however they're based on what the avatar hits, not on a seperate collision mesh. You'll probably want to do a sensor on swing and then in the sensor event push anything detected. Example:llSensor( "", "", AGENT, 3.0, 0.78 ) sensor(integer i){ do{ llPushObject(llDetectedKey(--i), <9.0, 90.0, 0.0>, <0, 0.0, 0.0>, FALSE); }while(i);}
  14. Contact me in-world and we can discuss it.
  15. You can also make a fancy linkset where the child prims have different groups, but I don't think thats as useful for you.
  16. llDetectedGroup does not return a key. There are no functions to return a key of an agent's group. llDetectedGroup returns a boolean value denoting whether or not their key matches the objects key. llSameGroup does the same thing except it works outside of the detected events and takes a key as input.
  17. Your best bet is to set up multiple 'servers', set the servers to the group, and use llRegionSay to check the key with the servers. If that doesn't make sense I can explain more.
  18. You wouldn't be able to detect alts in any way using pure LSL, its a breach of privacy and is definitely not supported. Otherwise the script wouldn't be that hard. Check this page out, its not that hard even if you don't know how to script, just read the function names http://wiki.secondlife.com/wiki/Money
  19. I'm curious as well. I've been waiting for oskar to come on (I even scripted an online status checker just for him D:) and haven't seen him online.
  20. Thats all it does. It removes the pre-jump and landing animations.
  21. If you don't want to update... don't update? It doesn't force you to click the orange box to update. And people fail to realize that as LL actively develops their viewer, the TPVs merge all of LL's changes into their third party viewers. So if LL decided to stop developing an offical viewer then it would be pretty bad. Especially since no group can get together and take on the larger projects that LL has done, and that only LL has access to the server to make the bigger projects work.
  22. And you can't just set the object phantom? llSetStatus(STATUS_PHANTOM, TRUE); or llVolumedetect(TRUE); Or use non-physical movement? If not I'd first find out why collisions aren't registering. Did you put any llCollisionFilters, and can you paste your collision events? We can't help tooo much without a script to look at.
×
×
  • Create New...