Jump to content

Restless Swords

Resident
  • Posts

    136
  • Joined

  • Last visited

Everything posted by Restless Swords

  1. Think of a car-race system, several avatars sitting in/on cars driving around a track. you create a timer "gate" accross the track. some arbitrary car object collides (passes through) timer object. The timer object/script can get the cars key, and can then get various car object data. Is there anyway that the timer script can use the car objects key and then determine WHO is sitting in/on it ? - to display lap times using drivers name NOTE: car objects are not controlled,they can be from anywhere, and have scripts in them developed by others.
  2. Sadly i have a compound object, full-perm each piece, with scripts running - when i rez it, it reacts much too quickly and then dies, i cannot even react fast enought to set to non-running - I cannot wear it to edit it since you cannot wear a compound object What i want is to rez the compound object where scripts are not running - then i can set the scripts to non-running, edit/modify them, etc. 1) Is there a sandbox somewhere that has running scripts DISABLED? 2) Or, is there someway to split the compoind object into its component objects while in inventory?
  3. THX. That one object was created same time and way as the others, all in SL so no idea why it is different. I am very suspicious the asset server has corrupted that one object, so i will give up and recreate it.
  4. nods. thanks for confirming it is not just me. i have looked everywhere but found no hints - and, it is the only object out of 25 similar ones that does not work. RAISES my right hand and repeats 137 times "Linden Life and Second Life are wonderful" (well, it cant hurt !! )
  5. I dont think it is slam-bit related since that previous image is from an object that is rezzed inworld and being edited. - and it is permission for the Builder-Owner, not the Next owner The only place i have seen Slam-Bits is properties of an oject still in inventory before being rezzed inworld:
  6. I have an object that behaves incorrectly after i transfer it - I dont think it is a "slam" bit issue looking at its permissions the "O" (Owner) has VMCTX - other similar objects that work or all have VCMT (no "X") What the heck is "X" permission?
  7. THX. That is unfortunately what I figured, but did not want to miss any trick I was not aware of
  8. 1) For animation I need to keep the number of prims low, so less lag when moving them. 2) My animal has 4 legs, each has 4 leg parts (16 sculpts total). - but I would prefer it was just 2 sculpts per leg (s0 half the animation) to create and run 3) Fortunately the 4 leg sculpt parts have the same X-Y-Z orientation, and stack above each other in Z axis QUESTION: - How can I combine 2 sculpt maps into 1 new map so 2 leg parts become just one ?
  9. Sadly I have now confirmed how AKK and LoneStar adjust the avatar riding height for their horses: - each has a whole bunch (20 or so) ride animations in their contents (each offset higher or lower than default) - so each time a user adjusts their height (via the dialog) a different animation becomes default and loaded So, I need to contact an animation builder to get a set of Ride poses, with a default height and also with +/- different offsets. - This is the solution many horse makes have used for many years, so I cant imagine I can create anything better.
  10. Sadly I now know how AKK and LoneStar adjust the avatar riding height for their horses: - each has a whole bunch (20 or so) ride animations in their contents (each one offset higher or lower than default) - so each time a user adjusts their height (via the dialog) a different animation becomes default and loaded So, I need to contact an animation builder to get a set of animations, with a default height and +/- different ones. Thx everyone for trying to help me find a straight scripted solution, but animations appear tto be he only answer.
  11. so just to summarize 1) the horse IS worn as an attachment. i have built vehicles, but there are reasons why most horses are attachments - primarly since then no unique vehicle movement/speed, everyone just uses normal avatar movement and same speed 2) horses typically attach at pelvis, so your hips stay relative to the horse 3) after attaching you can edit to raise lower the horse relative to YOU (your avatar), but not the combination 4) AKK horses, and most others, attach as such attachments (just one step unlike ruby horse) 5) AKK lets you touch horse ang get dialog to somehow raise/lower the horse+avatar combination - and the above, #5, is what i would like to be able to do to get adjustment 6) if i cant figure out how they do #5, i will have to settle for getting ride animations with the avatar higher - but that is rough, and not adjustable for different sized animals nor different sized avatars
  12. Yes Madelaine, thats my static-adjustment fallback, to have an animation with the sit implemented higher. But what i was looking for was a dynamic way to have my script adjust the avatar height when the object is attached - AKK horses are worn attachments, and somehow they provide a dialog to adjust rider+horse up/down ( i *sure* would like to know how they do it, they are clearly much smarter than I am )
  13. Kurt, that is sort-of what i already have, the horse itself (but obviusly not invisible) - the trouble is that regardless of the size of the horse, the "ride" animation pose affects the core avatar and ignores the horse size. - if the horse were a vehicle the avatar sat on, then no problem, i could just adjust the sit position - but the horse is an attachment to the avatar, hence the avatar position+height is the controlling factor
  14. Yes xXCorellXx, adjusting the avatar hover value is exactly what i want - but where does my script find and adjust that value in avatar shape? ( i have looked but sure cant find it )
  15. I have tried some motorcycle rid poses to used when my avatar attaches a horse. everything is fine except the horse feet are in the ground, since the pose is based on a standing avatar height. Best I can tell when I attach the horse object and start the ride animation/pose, there is no way for my script to raise my avatar (and its attached horse) up a foot or so. I looked at a horse that includes a ride pose that works, and tried just running that pose (without its horse) and sure enough my avatar "sits" a foot or so higher in the air (its head is a foot higher than when just standing). But that pose is not full-perm. Is there anyway to modify the full-perm ride pose i have so the avatar sits a foot higher? Or do i just need to find someone who sells full-perm ride pose specifically for horses that is already built with that extra offset built-in ?
  16. Say I create some stilts which attach to my legs. When I wear them, my avatar stays at same height (probably because all attachments are phantom?). How can I have the script in the stilts raise my avatar, perhaps 1 foot? Or is there a way for the attachment to somehow inclease the avatar bounding box downward 1-foot in a non-phantom way ? - I would think rideable horses would have a similar problem, and other atttachments like that.
  17. 1) The objects being dropped inside are in-world prim coins, so the owner dropping them is not the creator of the coins being dropped. so sadly that (getting creator) does not help 2) I considered scanning for close avatars, but typically there are several so that does not help 3) CTRL-Drag a coin into the payment box does not cause a Touch or Collision event (that would have been REALLY nice.) 3) Best i have come up with is when contents changed even occurs, when coin is deposited, to SAY a message saying to touch the payment box to get payment credit. A little sloppy but sort-of functional ANY and ALL other ideas still appreciated.
  18. someone drag and drops an item into my receiver object. the new item is immediately is owned by my receiver object (and me) and the changed event can log and test what item was just added, but cannot tell that items previous owner? - how can i tell who dropped the new object into my receiver object ?
  19. Great !! That did it, i can modify the offset etc and get my prim rotating. THANKS !!
  20. I have a prim inside a build, and need to rotate it around one of its edges. Note that I cannot use the common door approach of cutting away 1/2 the object since the object is a sculpt, hence I really do need to rotate that prim around its edge. All the rotation scripts/samples I have seen are for rotation around an axis passing through the center of an object. How do I rotate around an axis passing through an edge of the object ? Think of a sculpt door for a car, and I want to open the door by rotating it around its front edge, that gives the idea. Or think of a sculpt door for a house, the door being a single piece that is not a 1/2 cutaway object.
  21. i know almost nothing about animations, but have found a CMU BVH animation that does what i want - avatar kneels down BUT, i want it to then hold that pose as long as the animation is playing - not loop, which goes back to the standing start and then re-kneels I assume when i upload i could say loop, but starting at 99% mark - but wouldnt that cause massive ongoing load? I really just want the animation to become static at that point.
  22. I have an object with many prims, and have put scripts in 3 of its prims to set those SitTargets. That works fine. but... - the main/root script gets a "changed" event when someone sits there and I can request permissions and then set the animation i want - but the other 2 scripts (in subprims) never get "changed" events, those only happen in the root prim --- i can tell if avatars are on each position using "llAvatarOnLinkSitTarget(XYZ)" but cant easily tell which was last sat ----and this is worse trying to tell which position someone just unsat from 1) what is easiest way to start a different animation when someone sits on either of the 2 subprims? 2) is there a way to STOP avatars from sitting anywhere but on the root and the 2 spcific subprims?
  23. I have been playing with the scripted camera controls, and can rotate the camera and/or move it back forward, but it always points THROUGH the center of my avatar. Using *manual* camera controls i can rotate the view 90 degrees clockwise so camera faces right, and then slide the camera to its left so its center is perhaps 5 or 10m in front of the avatar. thus the camera is *NOT* viewing through the center of my avatar at that spot. How the heck can i accomplish the identical thing using script calls ?
  24. Thx for the info Darrius, I figured it was so key a requirement that others MUSThave asked for it. - sighs, and mumbles: "SL/LL, so I wont hold my breath"
×
×
  • Create New...