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PeterCanessa Oh

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Everything posted by PeterCanessa Oh

  1. PHISING SCAM!! Do not read this thread, it's a fake. You can tell because it start with someone pretending to be Irene but saying she doesn't know something. Obviously that's wrong! We all know and love the fact she always answers XX
  2. The only compile error I get for your script is in the llSay() function. The second parameter must be a string, but you are passing it an integer. LSL does not, in general, support automatic casting between types. Amend the line to llSay(0, (string) turnLightsOn); and you should be fine. ETA: In future you may be happier hanging with the rest of us geeks: Second Life Forums > Scripting
  3. You may well need to request a sim restart as well if the script has ghosted like that. If you don't own the sim find out who does, explain it to them and ask them to request the restart
  4. Even more easily you can right-click the texture you want in your inventory and 'copy UUID'. Even easier than that - copy the texture into the object and just use llSetTexture() with its name. That way you can forget all about the UUID.
  5. You may find you like viewer 2 more if you bother to read any of the instructions. Start at http://wiki.secondlife.com/wiki/Viewer_2_Help where Torley and others have written and videoed copious amounts - including the answers to the questions in your OP.
  6. I assume the 'hello avatar' script is there to give absolute beginners a template from which to start. Since most of us script outside of SL and then just cut-paste the finished script in, overwriting whatever was there before, we never have (time for) an issue with the default :-) You might like some of Emerald's client-side script-writing features though. As they have a client-side precompiler I think they allow you to change the default initial script. You also get compiler-directives and includes. There's only one tiny drawback ... I haven't got a clue where I read theat now ^^ (and it's waaay past my bedtime so brain is falling out of gear). Try Forums > Scripting, that's the place the scripters hang out, talk amongst ourselves and confuse newbies *grin*
  7. Unfortunately Ishtara completely missed what you were asking, although the posts just above this are good. Two more things, if you don't want to find your own default in inventory each time: 1) you can create a new script in inventory instead of an object by right-clicking a folder and selecting 'new script', That way you can edit it the way you want before it gets a chance to shout, 2) you can use an off-world scripting tool like, for instance, LSL Editor (just google it) which lets you write, compile and test offline and then just cut-paste into a new script in-world.
  8. I know I can change the range of the mini-map in two ways, i) right-click it and select 'zoom close', 'zoom medium' or 'zoom far', ii) mouse-over it and zoom in/out using my mouse-wheel. The question is - can the default ranges for 'zoom close' et al be changed? 'Zoom close' only seems to give a range of a few metres, barely enough to show the room I'm in! 'Zoom medium' is about what I want, but a little too short-range. 'Zoom far' is much too long-range for my usual requirements. (Supplemental: have these defaults been changed?  I'm sure in viewer 1 'medium' was what I was comfortable with)
  9. :-) What I find interesting here is the number of people (me too!) who usually have sound turned off anyway. Yet another reason LL should stop trying to get us all to use voice.
  10. Temp rezzers don't automatically deserve an AR; they are quite legitimate for small, temporary, objects such as example displays in vendors. Using them to fake permanence by constantly re-rezzing is a problem though, especially with something consisting of hundreds of prims so, yes, I'd expect something like that to get ARd sooner rather than later. Incidentally, temp-rezzing a house or furniture usually isn't worth it anyway because every time a new one is rezzed all the settings will revert - doors, windows, etc. won't open/close as you want, you'll be forced to stand from sitting, etc.
  11. Digital.Digital wrote: Hope this helps anyone else that couldn't find it like me =) It has :-) Good one to raise and well found :-) Now, we just need a way to get people to read this so they get helped too!
  12. Jas.Siamendes wrote: I have a 10m cube, hollowed to 95% using the 5% theory the wall should be 0.5m - but in actual fact it needs to be 0.25m! - So it becomes 2.5% of the original prim width. Oops, sorry about that and congratulations on working it out. Erm, honest, I was following the approved teaching method of "point them in the right direction but let them find the answer themselves, so they remember it"
  13. Hollow is a percentage, so if you have X and Y dimensions of 1m, with a 95% hollow you are left with 5% of 1m. Since SL measurements are in metres anyway that just means you use 0.05 for the dimension of the wall. If you stretch the corner prim you have to rmember that also affects the wall thickness - make the corner prim 2m and keep it at 95% hollow and you need to increase the wall thickness to 0.1
  14. I don't know any ways that are unknown :-) The wiki is the place to look for the known ways though. This page should be a good start http://wiki.secondlife.com/wiki/Tips_for_Creating_Heightfields_and_Details_on_Terrain_RAW_Files and a search for 'raw file' there will help.
  15. LL have been saying since they bought XStreet that they are working towards a single account and single log-in. There was a 'progress' blog a few weeks ago but I don't think any definite date for it to be implemented.
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