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Ralph Honi

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Everything posted by Ralph Honi

  1. Thanks to all for responding ... I logged in this morning at home and it was the worse I have ever seen ... so much of the house missing ... hope we get resolution in a server update. (loved the "failure to communicate")
  2. I have noticed a problem getting worse ... when I log into my sim or TP to other sims ... there are missing graphics, parts of buildings etc until I click them then they appear. Anyone know a resolution to this? I have a fairly strong computer with the graphics memory set to 512meg. I have tried clearing cache and also restarting the computer ... nothing helps.
  3. Great! thanks! Now I see how the logic works.
  4. I want an operator to be able to set out a prim and record a "home" rotation. It will be rotated thru a contol panel, and then thru a routine return it to that "home" position. I'm having difficulty getting "llGetPrimitiveParams llSetPrimitiveParams" to work. Home() { llGetPrimitiveParams([ PRIM_ROTATION ]); llWhisper(0,"Home Rotation Set"); } This routine when called simply set the prim rotations to 0,0,0 instead of the "home" position I am loking for. Center() { llSetPrimitiveParams([PRIM_ROTATION, rot]); } I've been thru th
  5. "Yur da Man"! set up the permissions on the attach event and it works great on other avatars ... thanks!
  6. I have a HUD with several buttons on it to start some animations. The buttons communicate to a main animation "handler" script living the root prim of the HUD. The following script for that "handler" works fine for my avatar. What the problem is ... it does not work for other Avatars. I figure it has to do with Run_Time_Permission so I am attempting to come up with a script to incorporate the Run Time and that is where I am stumbling. Any help would be appreciated! I have shortened the scripts for demonstration purposes. This Script works fine on my Avatar only; key
  7. Great! that is the part where I was stumbling ... the compiler offers no help other than to tell you you did it wrong. Thanks again Dote!
  8. Thank you for the reply ... I think I understand your approach and I will give that a try ... but let me clarify what I have. I have a scripted object, attached to my avatar that takes commands from a hud also attached to me. I would like to keep the pilots seat the name of the vehicle (it is the root prim). I would like the copilot HUD to be able to send commands also. So ... when the copilot sits ... can't I whisper a message from the copilot seat, recieve it at the scripted attachement, if the message is a certain word like "copilot_id" , then the script id's the copilot sender with (ke
  9. Hi all, I have an scripted object, attached to my Avatar, that is currently taking commands from me, thru a HUD on a chat channel with a "llListen" routine. I would like it to also accept commands from an Avatar seated next to me, through a HUD attached to them. I need to be careful with permissions because others with the same equipment could be in the area on the same channel. I've read thru all the Keys and ways to id the avatar ... but am still confused. The 2nd Avatar avatar2 is identified when he sits on the sit target; else if(avatar2 == llAvatarOnSitTarget()) I have this
  10. Works Great! thanks a million. I understand now ... the way I had it .. TRUE was never seen. I am using only one channel now (was thinking it was hearing itself) now will revise the code to listen to "owner" only Thanks again everyone
  11. I have secondary objects (peripherals) that are rezed by a main build but unlinked to the main build. I am trying to write scripts to have the peripherals delete themselves when the main build is deleted or moved away. The scripts I have written here do talk with each other … however the one that lives in the peripherals always sees the “Die” option. Looks like this; [08:58] Peripheral whispers: initial check [08:58] Main Build whispers: stay_rezzed [08:58] Peripheral whispers: I will stay rezzed [08:58] Peripheral whispers: I'm going to die [08:58] Main Build whispers: stay_rezzed [08:58] Per
  12. Sorry about thall this not having a good day ... Hopefully this works I have secondary objects (peripherals) that are rezzed by a main build but unlinked to the main build. I am trying to write scripts to have the peripherals delete themselves when the main build is deleted or moved away. The scripts I have written here do talk with each other … however the one that lives in the peripherals always sees the “Die” option. Looks like this; [08:58] Peripheral whispers: initial check [08:58] Main Build whispers: stay_rezzed [08:58] Peripheral whispers: I will stay rezzed [08:58] Peripheral whispers
  13. I have secondary objects (peripherals) that are rezed by a main build but unlinked to the main build. I am trying to write scripts to have the peripherals delete themselves when the main build is deleted or moved away. The scripts I have written here do talk with each other … however the one that lives in the peripherals always sees the “Die” option. Looks like this; [08:58] Peripheral whispers: initial check [08:58] Main Build whispers: stay_rezzed [08:58] Peripheral whispers: I will stay rezzed [08:58] Peripheral whispers: I'm going to die [08:58] Main Build whispers: stay_rezzed [08:58] Per
  14. I would appreciate it very much Kayaker
  15. I have a spot light consisting of 3 prims that I wish to rotate via a HUD. The Spot light will be worn as an attachment to the seated avatar in a vehicle. Via the HUD, the object rotates around the root prim just fine in testing on the ground ... however as soon as I attach to the avatar I get only one pulse in a particular direction until I change direction then it pulses that way but only once ... and a radical initial rotation upon first rotation command. I have done some reading trying to figure this out ... Do I need to convert to a local x,y,z ? I read on it but am not sure how to
  16. Sorry for my over reaction ... after a guy digs and digs for info ... it gets a little frustrating. If I cant find what I need, I use these rescources as a last resort. I simply took the comment the wrong way ... was late last eve ;-), Thanks again for all your help!!
  17. wow ... excuse us illiterates for taking up your precious time ... answering here is entirely voluntary
  18. Thanks for all the help!!
  19. ok ... that explaines it ... thanks. Also .. If I add textures in the Sketchup program to surfaces ... each surface that has a texture comes out as an individual prim. Is that normal also? Or a function of sketchup.
  20. I'm just getting into mesh ... I made some parts in Sketchup ... not real complicated parts ... one with some cylinders, curved, and another with a some boxes modified with radius corners. I import fine ... says 2 or 3 prim equivalent when queried ... when I attach to my in-world created 25 prim model .. the sim object count raises by 356. Any ideas? Is Sketchup the problem?
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