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Daniells Brandi

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Everything posted by Daniells Brandi

  1. how can I convert a string of letters and numbers, just a list of numbers? string exemple = "abc 123 2015 blue 9988 hello 9 zxcvbnm string list 325698 second life"; transform this list.. list exemple = ["123","2015","9988","9","325698"]; thanks
  2. thank you for help Rolig Loon I think I got it ... llSetForce
  3. yes, but then I would be creating a car, and that's not what.. I want, I just want to limit the speed of running my avatar with an object attached to my HUD I know how to increase speed exemple.. running normal is 5km/h I can do the running 7km/h for exemple but do not know how to decrease
  4. Which function I can use to limit the speed of an avatar using an abject attached my hud.. exemple.. I run 5km / h (normal) I want to imitate it at 2km / h thanks
  5. Thanks Dolig , Now is working, im change.. integer Dir = -1; --> integer Dir = 1; thanks for the help
  6. Does not work Dolig, get on the end of the list (6) and when he arrives at the beginning, is not positive. yes, that is what i want by clicking on the object, starts the 1st item will listae until the last when it comes in last, back to the penultimate (5) after (4) 2 and 3 when it arrives in the first list item (1) goes to the 2nd (2)> (3)> ..
  7. What you said did not understand Rolig Loon the list goes the same way (sorry my english) 2 > 3 > 4 > 5 > 6 > 1 > 2 > 3 > 4 > 5 > 6 > 1 > 2 > ..... wanted to run this way.. 1 > 2 > 3 > 4 > 5 > 6 > 5 > 4 > 3 > 2 > 1 > 2 > 3 >... list exemple = ["1","2","3","4","5","6"];integer counter = 0;listing(){ integer len = (exemple !=[]); //Same thing as llGetListLength(ani) llOwnerSay(llList2String( exemple,(++counter)%len ) );}default{ state_entry() {// llSay(0, "Hello, Avatar!"); } touch_start(integer total_number) { listing(); }}
  8. I have this code of list list exemple = ["1","2","3","4","5","6"]; integer counter = 0; listing(){ integer len = llGetListLength(ani); if (counter >= len) counter = 0; Say(0,llList2String(exemple,counter) ); counter++; } that works as follows 1 > 2 > 3 > 4 > 5 > 6 > 1 > 2 > 3 >.... ------------ have some form of work like this ... 1 > 2 > 3 > 4 > 5 > 6 > 5 > 4 > 3 > 2 > 1 > 2 > 3 >.... thanks
  9. Ok Dora, I got a somewhat different, but following your example. thanks for the help (sorry my english)
  10. thanks Dora, now is work but.. when attaching an object, it executes the first animation pos-jump. and I forgot to say, would have to have one more run and an animation one stand thank you for your help
  11. this is the script I'm trying to do. key gOwner;string gLastAnimation; Initialize(key id) { if (id == NULL_KEY) { llSetTimerEvent(0.0); } else { llRequestPermissions(id, PERMISSION_TRIGGER_ANIMATION); gOwner = id; }} // Event handlers default{ state_entry() { if (llGetAttached() != 0) { Initialize(llGetOwner()); } } attach(key id) { Initialize(id); } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { llSetTimerEvent(0.25); // start polling } } timer() { string newAnimation = llGetAnimation(gOwner); if (gLastAnimation != newAnimation) { // any change? if (newAnimation == "PreJumping") { llStartAnimation("pre"); } else if (gLastAnimation == "PreJumping") { llStopAnimation("pre"); } if (newAnimation == "Jumping") { llStartAnimation("jump"); } else if (gLastAnimation == "Jumping") { llStopAnimation("jump"); } if (newAnimation == "Landing") { llStartAnimation("pos"); } else if (gLastAnimation == "Landing") { llStopAnimation("pos"); } gLastAnimation = newAnimation; // store away for next time } }}
  12. Thanks for help Dora I just wanted to run a different animation for these movements: pre jump - my animation1 ("PreJumping" ok) jump - my animation2 ("Jumping" is ok) pos jump - my animation3 (not always work) I am beginner in scripts, when I use this example I put above, all work except when I put "Landing" or "Soft Landing", works sometimes stopped whenever jump function. If I jump on moving forward, it does not work.
  13. I have this script example: // A simple animation override example. // Make the avatar run in mid-air when jumping. key gOwner; // the wearer's key string gLastAnimation; // last llGetAnimation value seen // User functions Initialize(key id) { if (id == NULL_KEY) { // detaching llSetTimerEvent(0.0); // stop the timer } else { // attached, or reset while worn llRequestPermissions(id, PERMISSION_TRIGGER_ANIMATION); gOwner = id; } } // Event handlers default { state_entry() { // in case the script was reset while already attached if (llGetAttached() != 0) { Initialize(llGetOwner()); } } attach(key id) { Initialize(id); } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { llSetTimerEvent(0.25); // start polling } } timer() { string newAnimation = llGetAnimation(gOwner); if (gLastAnimation != newAnimation) { // any change? if (newAnimation == "Jumping") { // You can stop the built-in animation if you like, if // it might interfere with your own. Be aware that an // avatar can become stuck, and some llGetAgentInfo results // can be inaccurate, if you stop built-ins indiscriminately. // Always test. // // llStopAnimation("jump"); llStartAnimation("run"); } else if (gLastAnimation == "Jumping") { // just finished jumping // "run" is looped, so we have to stop it when we are done. llStopAnimation("run"); } gLastAnimation = newAnimation; // store away for next time } } } http://wiki.secondlife.com/wiki/LlGetAnimation but when I use "Soft Landing" or "Landing" it does not work as it should! I have a script AO complete, works all the moves, but the script is very complex and how I wish only that this animation to work, do not really know what to do. thanks
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