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Sumomo Cheri

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About Sumomo Cheri

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  1. this was an attempt to work around the on_rez reading the group to trying to Read when avatar Sits if their group isn't same as the one listed in uuid of the script that it unsits them , rezzes out an object and kills the on they tried to sit on but even it keeps trying to fool around with land groups last time i tried i was able to sit on it with the wrong group just because it matched the land group it was rezzed under and thats a fail for me.
  2. integer groupSame; string My_Group = "UUID"; // change the UUID to your Group UUID GroupCheck() { list details = llGetObjectDetails(llGetKey(), ([OBJECT_GROUP]) ); string myGroup = llList2String(details, 0); if( myGroup == My_Group) { groupSame = TRUE; } else { groupSame = FALSE; } } default { on_rez(integer start) { llResetScript(); } state_entry() { llSitTarget(<-1.0, 0.0, 0.3>, ZERO_ROTATION);//You may think this is unessesary, but you need this to trigger llAvatarOnSitTarget. } changed(integer c) { key person = llAvatarOnSitTarget(); if(person) GroupCheck(); if(groupSame) { llSay(0, "Your Good to go"); } else { llUnSit(person); llSay(0,"YOU ARE NOT WORTHY TO SIT HERE"); llRezObject("object", llGetPos() + <0.0,0.0,0.0>, <0.0,0.0,0.0>, <0.0,0.0,0.0,0.0>, 0); llSleep(2.0); llDie(); } } }
  3. Hard enough trying to work around a group reading script to read uuid and if its not same as the Sit-on Avatar to unsit them with out it messing up with land group readings too
  4. will not help with my project as the items are not attached to the avatar they are rezzed
  5. this way even if they have the right land group or build perms the scrip kills object cause they are not in the group the script is looking for not what land their in
  6. possibly but the goal behind this script was so that it didnt matter what the land group was just what uuid was in the script, for example i have a family group and i put a gift out to the Family but later someone quits or is kicked out of family and no longer has the family group tag. when they try to rez the item it would just keep killing its self to prevent them from having use of the item that is for family only. that way those in the family can rez it anywhere any sim that has rez as long as they wear their family tag
  7. same but when i pass it to someone who is wearing diff groups but is a manager of the land we are standing on he is able to still rez it and it stay even with wrong tag on so its a bit of a confusing thing
  8. ok so trying to make it so that when you rez a product it check to make sure your wearing a Certain Group. but because this isnt llrezobject but working with on_rez and not attaching i dont know how to have it check the group properly so that if your wearing the wrong group it deletes its self from where you rezzed it. here is what i got or have attempted. integer groupSame; string My_Group = " uuid here "; // change the UUID to your Group UUID GroupCheck() { list details = llGetObjectDetails(llGetKey(), ([OBJECT_GROUP]) ); string myGroup = llList2String(details, 0); if( myGroup == My_Group) { groupSame = TRUE; } else { groupSame = FALSE; } } default { on_rez(integer start_param) { llResetScript(); } state_entry() { GroupCheck(); if(groupSame) { llSay(0," Approved "); } else { llSay(0," Wrong Group Self Deleting "); llDie(); } } }
  9. thanks this helped alot , though it only seems to override if my ao is off guess my ago animations are taking the lead but still is a cute little sign to just have show up for a few seconds
  10. So im trying to make a fun little sign that shows up when you call out commands in local and ticks 5 seconds or so and goes away but i also am trying to pull in animations to the script so that when the command is said your hand is placed into the hold gun animation from like the pop gun script and stops animated when the sign vanishes but im not getting it to work with out error of animation request and im at a block of knowing what to do and ive made the script into a complete mess now. key owner; string sound = "6f02e5e7-5025-d56c-2d35-8273e44011cc"; integer h_listen; integer have_permissions = FALSE; default { state_entry() { if (!have_permissions) { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); llOwnerSay("say !Command or !Command1 or !Command2 in local chat"); owner = llGetOwner(); h_listen = llListen(0,"",owner,""); } } on_rez(integer param) { } run_time_permissions(integer permissions) { if (permissions == PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS) { if (!have_permissions) { } llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); llStartAnimation("hold_R_handgun"); have_permissions = TRUE; } } attach(key attachedAgent) { if (attachedAgent != NULL_KEY) { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); } else { if (have_permissions) { llStopAnimation("hold_R_handgun"); llStopAnimation("aim_R_handgun"); llReleaseControls(); llSetRot(<0,0,0,1>); have_permissions = FALSE; } } } listen(integer channel,string name, key id, string msg) { if(channel==0 && llToLower(msg)=="!Command") { llTriggerSound(sound, 1.0); llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); llStartAnimation("hold_R_handgun"); llSetLinkAlpha(LINK_SET,1,ALL_SIDES); llSetTexture("IMGUUID", 2); llSetTexture("IMGUUID", 0); have_permissions = TRUE; llSleep(5.0); llSetLinkAlpha(LINK_SET,0,ALL_SIDES); llStopAnimation("hold_R_handgun"); } if(channel==0 && llToLower(msg)=="!command1") { llTriggerSound(sound, 1.0); llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); llStartAnimation("hold_R_handgun"); llSetLinkAlpha(LINK_SET,1,ALL_SIDES); llSetTexture("IMGUUID", 2); llSetTexture("IMGUUID", 0); have_permissions = TRUE; llSleep(5.0); llSetLinkAlpha(LINK_SET,0,ALL_SIDES); llStopAnimation("hold_R_handgun"); } if(channel==0 && llToLower(msg)=="!Command2") { llTriggerSound(sound, 1.0); llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); llStartAnimation("hold_R_handgun"); llSetLinkAlpha(LINK_SET,1,ALL_SIDES); llSetTexture("IMGUUID", 2); llSetTexture("IMGUUID", 0); have_permissions = TRUE; llSleep(5.0); llSetLinkAlpha(LINK_SET,0,ALL_SIDES); llStopAnimation("hold_R_handgun"); } } }
  11. Would there be a way to use the count in the line that pulls User_name to number each entry ?
  12. i see where mine was still diff thanks
  13. well keeping it simple , the remove names from top of list part still doesn't work even moving the if for that up it just now keeps me from entering my name but does nothing towards removing names from the list. not sure what im missing
  14. or maybe help changing this to add names to a notecard menu or list that wont eat up the float text and stop showing names when it reaches limit that i can come in and collect and have all the names in order they were added either from touching it my self or grabing the notecard out of the object the script would be running in as it is now it is not holding but a hand full of names before it stops showing names in the llSetText
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