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Emily Aries

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Everything posted by Emily Aries

  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"); } }
  15. For anyone still having this problem and confused as to what to do, just contact support and ask them to restart the region.
  16. I too am having problems with looking like a cloud when logging in and major problems changing outfits, and rebaking my avatar. When I log in it keeps putting me in a sim I visited the other day instead of where I logged out. Sometimes when I log out and back in again I will be wearing several different outfits that I attempted to wear that did not load before the relog. Tried all the usual, checking for packet loss, etc, etc, clearing cache, etc. Nothing helps. I first started having this problem a couple of days ago when I downloaded the 3.6.2 beta viewer. I went back to the normal viewer but even that has the problems now, I tried reinstalling both as a last resort but not even that helped. I would say it is a problem with the servers.
  17. Well the bug I found starts when you sit or fly once and from then on it slowly accumulates regardless of what you do. When it starts to get slow have a look at fast timers and check the number of calls to "find widgets".
  18. It is exciting for me at least. I do know of one other person using it as well so this is awesome for all two of us!
  19. I found a bug a while back where the viewer slows down and eventually has to be restarted. Not sure if it is the same thing. https://jira.secondlife.com/browse/VWR-29654. It was acknowledged but nothing has happened since September last year.
  20. Ok it's 3AM and I have no idea if I am imagining things but apparently New Feature -> Avatar -> Ability to Replace Default animations, instead of overriding. is finally complete after 6 years... AwaitingReview -> Released davidventer Today 4:23 PM Am I reading this right because this could be the best Christmas January present ever, at least for those of us still using the official viewer.
  21. The changes to the Jira is all just silly. I inadvertantly wasted my own and the Lindens by creating a duplicate bug report yesterday. What made it annoying is that I actually searched for duplicate bugs before creating it (I forgot I couldn't see other peoples bugs now). I couldn't even mark it as a duplicate because the system won't let me. Whirly kindly told me which bug I had duplicated and I could not even go to look at it! This is ridiculous. I agree a lot of the pointless comments on Jira need to be stopped but at let people at least LOOK at the other bug reports so they can not waste their time creating a duplicate. I couldn't even close the bug I had created because the only option available now is "Not a bug", which is obviously just silly because it is a bug, just an unneeded duplicate report which I should have been able to mark as duplicate and close it to save everyones time. Apparently trying to be helpful is not what LL want. I'm giving up on using the beta viewers and helping to find bugs. There have been a number of occasions in the past where I have found bugs that matched what I found, but now I really can't see myself wasting my time probably creating a number of duplicate reports simply because I can't see what new bugs have been reported. Bah humbug.
  22. Good to see emissive has made it in but it seems a bit hobbled. Why is emissive lumped in with the alpha channel and not a separate texture? The way I read it is that you can either use the alpha layer for transparency or light emission but not both. What if I wanted a transparent window in a winter build that only glowed where snow had accumulated around the edges/bottom. I would have to use another prim and texture, in which case why not just allow us to have a separate emissive texture so that we can use both transparency and emissive at the same time and then we don't need the second prim.
  23. What I feel is really lacking from this updated material system is an Emissive/glow map for self illumination. This map would come in so very handy in SL for so many things. It seems a waste to do all this work and miss out something like this. They really need to go that extra mile. A few things that you could use an emissive map for: Glowing house windows in a winter town. Glowing logs on a fireplace Glowing lines or lights on Robot/Scifi avatars. (A proper tron suit anyone?) Lit buttons and fronts on a drinks machine (Or any machine) Img Img Img Img Sure we can do a lot of these things now but you always need to use more prims and so many prims is what we need to get away from. A self illuminated model would be so much cheaper to render than the options we have now.
  24. Is this is the same problem that I sometimes have then it is something to do with the Animation Overrider. Turn off your AO, then turn it back on again. I don't know what causes it exactly or why. All I know is that turning off the AO then on again helps. Hope this helps.
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