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Sumomo Cheri

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Everything posted by Sumomo Cheri

  1. Ad blocker is Turned off Note this is whats happening to everything ive tried with many other Items i have bought in the past that i need ReDelivered and haven't heard back from the creators / Sellers can we just add in a redeliver BUTTON already to the MP listing if it can Show that i bought the item already above the item name why not add in a clicky there to get redelivery .. the search just isn't Working at all in my order history ...
  2. https://gyazo.com/61178f6d1faf7352dd004061e983aece https://gyazo.com/09060fb72609016b6da5ac9e26d4e0ae Ok so i know its not My net speed but i been trying for more then a week straight now to get redeliveries from various stores that i have bought from and all i get over and over is gateway timeout. is the services for this that *****y ?
  3. not quite what i was looking for as we are trying to have it read contents with out adding any thing to script for any items put the contents of the box when clicked by owner it should say in local chat to them a List in a descending format and not " Item, item , item " or "item x, item '' Here is what it does currently" Example " But for it to Drop any of the same items as 1 line of text with amount at the end [08:05:43] (Unnamed): Bubble X 2 DFS !AFK GEAR X 3 Diavolo Coffee (add) X 1 honey comb bubble X 1 Total Items Packed: 7
  4. So trying to improve on a working script ive tossed together poorly , So far it Takes name of object and counts the contents and adds it as a Float text an keeps updating on any changes and touches happy with this part , it also allows public drag and drop . but the problem im running into is compiling the list feature so that instead of it showing a new line of chat for each item that same items are placed on a single line with x amount. so far have attempted to get rid of the numbers at the end of same items so that i can then have it see them all as same item and give the amount but im hitting a dead end and could use some fresh eyes here. string num_kill(string item_name) { integer all_clear; list numbers = ["1","2","3","4","5","6","7","8","9","0"]; do{ string end_number = llGetSubString(item_name,-1,-1); if(llListFindList(numbers,[end_number])!=-1){item_name = llStringTrim(llDeleteSubString(item_name,-1,-1),STRING_TRIM);} else {all_clear = !all_clear;} }while(!all_clear); return item_name; } setTitle() { integer items = llGetInventoryNumber(INVENTORY_OBJECT); llSetText(llGetObjectName() + "\n" + (string)items + " Items", <0.004, 1.0, 0.043>, 1.0); } list inventory_items; default { state_entry() { llAllowInventoryDrop(TRUE); setTitle(); integer counter; integer item_count = llGetInventoryNumber(INVENTORY_OBJECT); for(counter = 0; counter < item_count; counter++) { inventory_items += [llGetInventoryName(INVENTORY_OBJECT,counter)]; } } changed(integer change) { if ( change & (CHANGED_ALLOWED_DROP | CHANGED_INVENTORY )) { setTitle(); inventory_items = []; integer counter; integer item_count = llGetInventoryNumber(INVENTORY_OBJECT); for(counter = 0; counter < item_count; counter++) { inventory_items += [llGetInventoryName(INVENTORY_OBJECT,counter)]; setTitle(); } } } touch_end(integer n ) { { integer i; for( i = 0; i < n; i++ ) { if (llDetectedKey(i) != llGetOwner()) //anyone { setTitle(); } else if (llDetectedKey(i) == llGetOwner()) //owner { llOwnerSay("\n"+llDumpList2String(inventory_items,"\n")); setTitle(); } } } } } Example of the list feature of what its doing vs. what im aiming for. Object: apple apple apple banana // What i would like it to do Object: apple x 3 banana x1
  5. 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.
  6. 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(); } } }
  7. 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
  8. will not help with my project as the items are not attached to the avatar they are rezzed
  9. 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
  10. 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
  11. 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
  12. 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(); } } }
  13. 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
  14. 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"); } } }
  15. Would there be a way to use the count in the line that pulls User_name to number each entry ?
  16. i see where mine was still diff thanks
  17. 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
  18. 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
  19. what im working with so far but not sure how many names it will limit me to . and when owner clicking to remove names from top of list isn't working list user_names; update_text(){ string text = "Sorting Hat Waiting List\n===========\n"; integer i; integer count = llGetListLength(user_names); for(i=0;i<count;i++){ text += llList2String(user_names, i)+"\n"; } llSetText(text, <1,1,1>, 1); } default { state_entry() { update_text(); } touch_start(integer total_number) { if(llListFindList(user_names, [llDetectedName(0)]) == -1){ user_names += [llDetectedName(0)]; } else { llSay(0, "Your already on the list"); } if(llDetectedKey(0) == llGetOwner()){ llDeleteSubList(user_names, 0,0); llSleep(1); } update_text(); } }
  20. i keep trying to do up a click add avatar name or legacy name to float text waiting list ,that is group touch only and either has a way to remove names and it reorder the ones below to be next in line .so far ive only found boards that do this and boards are not what im looking for i just need simple float text , avatar waiting list on touch , 1 touch per avatar. if anyone has a script that can help me i would be deeply appreciated
  21. other then that i got it working as a 5 item to 4 category but because when i load no copy items into the main item they gain numbers and this seems to stop the rezz from finding the items
  22. and if items put in gain numbers at the ends of their name and name changes ?
  23. that sounds fair too but is still out of my novice scripting skills thought knowing the getrootpos now will fix half my issue thanks it was something i was over looking each time as im still learning what some of the triggers and inserts do
  24. ive seen this done on and off again , and i have had several project where not only do i need a rez script that can be placed into several linked prims to act as a storage and when touched rez out the a item from its contents to a table or counter being the main priam / root . but would also need a sorting script so that i can drop items into the main prim being table /counter and the object that are placed in it will auto sort to the child prims with respected names of the object being put in the main prim so that in the end it makes for a nice items storage for multiple systems . but each time i try to even find how to do the rez half i cant seem to get it to work how i need it to so that it rezzes the items out at the main prim and not above the prim i touched. please help.
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