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Restless Swords

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About Restless Swords

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  1. 1) yes, but the point of the exercise was to disable *ANY* sit action on the other link (2) The solution below is ugly but works, the problem/bug I posted was that this code still allows a sit on prim-2 (even if it ends up on the object sitTarget) llSetLinkPrimitiveParamsFast(2, [PRIM_SCRIPTED_SIT_ONLY , TRUE ]); The wiki says: If some other prim in the linkset does have a sit target (that is not filled or marked PRIM_SCRIPTED_SIT_ONLY), the agent can sit on that prim. 2) PS: if my code (in different, multi-sit products) sets a sit-target on link-1, and a different sit-target on link-2, and the user click-sits on link-2 he *DOES* sit on link-2. I do that all the time in products with multiple sit-targets.
  2. I found a solution (workaround) to problem #2 (link sit restriction) not working as per the wiki set PRIM_SCRIPTED_SIT_ONLY on the entire object (not just prim-2) required user to touch prim-1 to enable its sit (mouse icon changes from TOUCH-HAND to SIT-CHAIR) user clicks/sits on prim-1 within 5 seconds, after which the object is returned to PRIM_SCRIPTED_SIT_ONLY and, the touch code includes the solution to problem #1 (closeness requirement) at the same time state_entry() { llSetSitText("Touch"); llSetClickAction(CLICK_ACTION_TOUCH); llSetPrimitiveParams([ PRIM_SCRIPTED_SIT_ONLY , TRUE]); } touch_start(integer n) { if(llDetectedLinkNumber(0) != 1) return; vector avatar_pos = llList2Vector( llGetObjectDetails( llDetectedKey(0),[OBJECT_POS]), 0 ); if( llVecDist(avatar_pos,llGetPos() ) > 2.0) { llWhisper(0,"Sorry, you must move closer to use the rope" ); return; } llSetPrimitiveParams([ PRIM_SCRIPTED_SIT_ONLY , FALSE]); llSetSitText("Slide"); llSetClickAction(CLICK_ACTION_SIT); llSleep(5.0); llSetPrimitiveParams([ PRIM_SCRIPTED_SIT_ONLY , TRUE]); llSetSitText("Touch"); llSetClickAction(CLICK_ACTION_TOUCH); } SHRUGS. not perfect, but for now it works. I don't like the requirement for the extra click process, but at least it works regardless of the bug. - and since it does not do a forced llSitOnLink it does not need to be in an experience
  3. GROANS... The #1 solution sounds perfect. I want folks to be able to sit on prim-1 and not on prim-2, but it isn't working: llSitTarget(ZERO_VECTOR, ZERO_ROTATION); llLinkSitTarget(1, <0.0, 0.0, OFFSET>, llEuler2Rot(<0,05*DEG_TO_RAD,0>) ); llSetLinkPrimitiveParamsFast(2, [PRIM_SCRIPTED_SIT_ONLY , TRUE ]); I cleared any object sit-target, set link-1 sit-target, and blocked link-2 sitting --- but folks can still sit I previous reversed the 2nd & 3rd lines, but still did not work llSitTarget(ZERO_VECTOR, ZERO_ROTATION); llSetLinkPrimitiveParamsFast(2, [PRIM_SCRIPTED_SIT_ONLY , TRUE] ); llLinkSitTarget(1, <0.0, 0.0, OFFSET>, llEuler2Rot(<0,05*DEG_TO_RAD,0>) ); The wiki says this should work even outside an experience (my situation), but does not seem to be - I assume it is a bug? but thought I would see if anyone had any observations befoe I opened a JIRA
  4. PARTLY SOLVED (#1) and WORKAROUND (#2): @Rolig gave the perfect answer to my problem #2 (blocking link sit) - llSetLinkPrimitiveParamsFast(2,[ PRIM_SCRIPTED_SIT_ONLY, TRUE]); It looks like there is no direct answer to #1 (closeness limit) - so, i think i will have to settle with the touch, test distance, and enable sit for 10 secs.
  5. I have a 2 prim object, and want to very specifically control sits on it: 1. I only want sit possible/enabled if avatar is within a specified distance 2. I only want sit possible if user clicks prim #1, not clicking sub-link prim #2 I know how to script *TOUCH* restrictions by testing distance to avatar, but from what I can tell SIT just happens and the only (ugly) option is to unsit Suggestions ???
  6. i suspect this is simply not possible, but here is what i need 1) an underlying BODY animation (for example standing), a POSE, not moving a) an in dependently invocable animation (POSE) to move right HAND+ARM up or down to a new spot b) an in dependently invocable animation (POSE) to move left HAND+ARM up or down to a new spot c) an in dependently invocable animation (POSE) to move right FOOT+LEG up or down to a new spot d) an in dependently invocable animation (POSE) to move left FOOT+LEG up or down to a new spot 2) for example my script might: A) start the body pose B) move right hand+arm up C) move left foot+leg forward D) pause, E) then move right hand+arm back down to start position F) then move left foot+leg back to start position Is there any way this is possible and can be done ?? - is it any more possible if steps B+C and E+F are each combined into a single animation each ?
  7. Is there a design pattern anyone has or knows about for implementing plugin OBJECTS? For example, say I build a car. I would like to have Plugable wheel objects (not just replacement wheel textures) - the idea being that you could buy a new wheel plugin object, and drag it into the car object - the car would accept the plugin object, and attach (link) it and move it to the right physical place There seems like there may be too many issues, but I thought I would ask.
  8. I understand that scripts are compiled/executed on the server. But, there are several aff-line editors (stand-alone, in eclipse, etc) and formatters/pretty-printers. - hence i believe there are almost certainly at least one BNF grammer file floating around, and likely yacc/lex files All i can do is hope, and cross my fingers and toes.
  9. Can anyone give me a BNF for LSL syntax or point me to one? - and ideally, a YACC and LEX file for processing LSL text THX.
  10. yes, I went back and looked at the OpenCollar weasels, they are not quite as nice as some other animals I have seen, and it is quite possible there is some sculpt map reloading taking place. Also, I think their "breathing" may be accomplished by scaling up and down the height+width of their body object. I *hate* animals that have many different sub-elements is slightly different positions and then transparency switch -- I saw one yesterday like that which had an LI of way over 700 and took forever to rez. Yes, it looked nice and real but that is totally ridiculous. - I have seen some animals using the position-rotation changes which look lifelike, very smooth movement, but I suspect they might have a significant script load but don't really know. So in the end, I agree with you, we need some way to properly animate obects (like animals but also other things).
  11. somehow (i don't know how) that seems to not be true. if you go to OpenCollar and look closely at the Weasels moving there, they are a few Mesh prims. their head-neck-body is one mesh piece, and flexes. their tail is one mesh piece, and flexes. Or at least it sure looks like they do. watch one just standing, watch his neck-head-body, and his tail. Maybe the blender animation does not use bones in the SL sense, but somehow those weasels (and some other animals I have seen) truly seem to flex.
  12. I believe you can rig and "animate" mesh object parts in Blender, and I know you can import an overall Blender object into SL. - and I even know how to script move an overall object (mesh or prim) and its individual linked elements - but HOW can you "flex" a single mesh object (or linked element)? - For example, the mesh "weasles" you see moving around, their body+neck+head is one mesh prim, but flexes (as does its single mesh piece tail) NOTE: this is for non-attached stand-alone objects, *NOT* for clothing attachments. i.e., in other words, how can I make standalone mesh objects that flex and move the way rigged clothing moves, and the way those weasels flex their bodies and tails etc.
  13. Tried it, without success. 1) when the attachment box was LSL moved, it hopped up a couple of meters in the air, above the avatar bounding box 2) no movement of the attachment box had any affect on the avatar
  14. Ah yes! I had not planned on requiring a HUD but this would provide the owner-only sounds. THANKS for this suggestion.
  15. Hmmm, would not the standard SL WALK animation be running? - I can understand it might look funny ('sliding' slightly backwards) since the forward distance would no longer be the normal 3.2 m/s - If I have to create and play my own WALK animation, I am almost back to going with the sit-on-vehicle and doing my own movement and animation
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