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Emily Aries

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  1. I thought that might be the case. Shame. Thanks though
  2. I can't seem to find anything but perhaps I missed it and someone else knows? I would like a way to get my parcel pass and ban lists using lsl or check if an id is currently on the list.
  3. Thanks! I was staring at it for ages wondering what I was doing wrong. I need more sleep...
  4. string test_string = "What is going on?!"; default { state_entry() { string test_string = ""; llOwnerSay("So we clear the test string... \"" + test_string + "\""); llSleep(1.0); llRezObject("ball", llGetPos(), ZERO_VECTOR, ZERO_ROTATION, 0); } object_rez(key id) { llOwnerSay("But it apparently didn't change at all! \"" + test_string + "\""); llRegionSayTo(id, -20, test_string); } } For some odd reason the test_string variable gets reset when using llRezObject.
  5. Sorry I asked. :matte-motes-not-even:
  6. How often is you current timer firing? It should be relatively easy to work it in to your current script. If the current timer is faster then just increase the time_on and time_off to compensate. If it is slower then speed it up to work with the particle emitter and use an increment value also for whatever is it currently doing to keep it at the same time.
  7. integer is_on = FALSE; // Are the effects currently on or off?integer time_on = 2; // Time for the particle effects to be on.integer time_off = 8; // Time for the particle effects to be off.integer time_current = 0; // The current elapsed time.effects_on(){ llOwnerSay("Test On"); // Turn on particle effects and sounds.}effects_off(){ llOwnerSay("Test Off"); // Turn off particle effects and sounds.}default{ state_entry() { llSetTimerEvent(0.5); // Timer fires every half second so divide time_current by 2 to get work out the seconds. // Decrease this if you want finer control but remember to increase time_on and time_off to compensate. } timer() { time_current += 1; // Increment elapsed time. if(is_on) { if(time_current >= time_on) { effects_off(); time_current = 0; // Important! is_on = FALSE; // Toggle } } else { if(time_current >= time_off) { effects_on(); time_current = 0; // Important! is_on = TRUE; // Toggle } } }} And I have access to a computer now woo. I hope this is roughly what you are looking for. Its exceptionally simple but I'm sure you can add in everything that you need.
  8. I would use a timer and 4 variables. is_on current_time time_on time_off Start a timer at say 0.5 second intervals or lower if you need more fine grain control. Set time on and time off to how many half seconds you want the dripping to be of or off. Then each tick of the timer increment current time and check if it is >= to time off, if so turn on the particle emitter and set is on to true. If it is on then increment the current time until it matches time on and then turn off again. On my phone at the moment so can't really write any code right now so hope thus helps. I can post some example code later if you are still having problems.
  9. I have this problem with mesh clothing every now and then also on a female avatar. It seems to happen when I cam around then when I go back to my avatar my jacket or boots are messed up. I think there may be a wierd bug in the LOD code perhaps. I find that if I take the item off and then put it back on again it fixes the problem for a while. Perhaps this will help you?
  10. Ooops my bad. It is far too early in the day to think! Thanks :matte-motes-grin:
  11. Could someone help me with who makes the skin, eyes, and eyelashes in this picture? Thanks. https://slm-assets1.secondlife.com/assets/9273796/original/SL_Marketplace_Banners_February1.jpg?1393277063
  12. Oh silly me. I didn't realise they still had to be in the region. Thanks for the help!
  13. So I have an object which watches for people trying to use my bed. It watches for avatars sitting on my bed and unsits them if they are not on the whitelist. I have checked, double checked, and triple checked my code and there are no errors. I have tested with my self and a friends avatar not being on the whitelist and it works correctly. The script only adds keys to the offenders list if they are specifically an agent and agent_sitting. What is wierd though is that every now and again it collects keys that don't return names using llKey2Name, llGetUsername, or llGetDisplayName. The keys just return nothing for any name. How could this be? This is one of the keys that doesn't return a name: 689a108d-3ff5-4a8d-89d4-41d46125c1c2
  14. If I am understanding you correctly, http://wiki.secondlife.com/wiki/LlGiveInventory should work. default { touch_start(integer touch_count) { llGiveInventory(llDetectedKey(0), "Name of texture in the object"); } }
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