Nicholas Melchior
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Posts posted by Nicholas Melchior
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I really just need clrification on a technical point. What exactly happens during a private region restart? I have heard some talk as if it is just a simple power cycling of a server, and I have heard others describe it as if the sim is moved to another server entirely. Are private regions placed on different servers during either a standard maintenance restart or during an owner initiated restart? Thanks.
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There is a small irregularly shaped strip of terrain on my private estate that cannot be edited. Terrain editing tools have no effect. How can I get this fixed?
Change access list to group access
in LSL Scripting
Posted
I have a very simple passwall script that changes a prim state to phantom for avatars on an approved list within the script. For the sake of simplicity, and because the list can become VERY lengthy, I would like to be able to change the access list of avatar names to a single group UUID. Being a complete novice at scripting, I have no idea what alterations to make to the script in order to achieve this.
Here is the script:
// access_list is the list of every person you wish to be able to trigger the wall phasing out
list access_list = ["name1", "name2","name3"];
// phase_length is the length of time in seconds to hold phantom state
float phase_length = 1.0;
default
{
state_entry()
{
// Set status to not phantom on start just in case it got stuck as phantom
llSetStatus(STATUS_PHANTOM, FALSE);
}
collision(integer num_detected)
{
// check to see if the person who bumped into the wall is on the access list
if(llListFindList(access_list, (list)llDetectedName(0)) != -1)
{
// if the above is true, then phase out the wall to allow passage by applying a phantom state to the prim
llSetStatus(STATUS_PHANTOM, TRUE);
// set the timer to activate phase_length (set at the top of the script) seconds later
llSetTimerEvent(phase_length);
}
}
timer()
{
// when the timer goes off, the wall is made solid again by removing the phantom state
. llSetStatus(STATUS_PHANTOM, FALSE);
}
}