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Rolig Loon

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Rolig Loon last won the day on September 4 2019

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About Rolig Loon

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  1. The Linden Homes covenant for Bellsseria does not allow you to have any kind of business on your parcel. "Activities and items that could be construed as commercial and for profit by Linden Lab are not permitted in the residential homes and houseboats in Bellisseria."
  2. Rolig Loon


    And then, when you have land, create your skybox on the ground (reasonably far from the edges of the parcel of land), and lift it straight up to the height you desire. A skybox, after all, is nothing more than a home or platform that is in the sky instead of on the ground. Do pay attention to local covenant restrictions, which may not allow skyboxes at all or (as in the case of my own region) not below a specific elevation.
  3. In a timer event. Update the text each time the timer triggers.
  4. Hey! I ... um.... well, oh yeah? 😜
  5. That's very odd. If you have mod perms on a shared object, I can't see a good reason why you should be prevented from retexturing a face. I wonder if you can still change textures with a script, or whether it's a problem in the viewer's manual editor? Try dropping this script into the link that has the face you want to texture in the object: string strMyTexture = "put your own texture's UUID here"; integer fFace = 0; //And put the face number of the face you want to texture here, in place of the zero. default { state_entry() { list temp = llGetLinkPrimitiveParams(LINK_THIS,fFace,[PRIM_TEXTURE]); temp = llListReplaceList(temp,[strMyTexture],0,0); llSetLinkPrimitiveParamsFast(LINK_THIS,fFace,[PRIM_TEXTURE] + temp); llRemoveInventory(llGetScriptName()); } } As always, this is a quick script untested in world, but it's simple enough that it ought to work. You might try it on a dummy object first to be sure. If you have put your texture UUID and the face number into those two variables at the top of the script, it should simply apply your new texture without losing the scale and repeat parameters that are already on the face now, and the script should self-delete immediately. If that doesn't work, then the problem isn't in your editor. There's something odd with the object you are trying to texture (or, as ChinRey suggests, you are trying to apply a no trans texture to an object that you do not own maybe).
  6. Yup. That's the only reason I have a big post count. I am not in a race. I have just been here for a long time, and I haven't taken breaks for more than a couple of weeks. That's neither a plus nor a minus. It just is.
  7. Uh-oh. The trick to winning a race is to start running before everyone else.
  8. And LL posts items in their blog, which you can reach with the "Blogs" tab at the top of any page in the forums.
  9. Yes, it's very possible. Remember that it has to be done in two steps. First you attach the object and THEN you animate. so schematically.... collision_start (integer num) { mode = 0; RequestExperiencePermissions() } experience_permissions(key av) { if (mode == 0) { llAttachToAvatarTemp ( ..... ); } else if (mode == 1) { llStartAnimation( ....); } } attached( key id) { if (id) { mode = 1; llRequestExperiencePermissions( ....) } } See the examples in the wiki for llAttachToAvatarTemp
  10. Nooooooooooo...... Think this through. If everyone had God powers to log "griefers" out of SL, this place would be hell. Griefers would be logging US out.
  11. Actually, the important information is not that the TP failed. As you noticed, that much is obvious. The important part is WHY it failed. That's not obvious. If the message simply told you that the TP failed, you might be left wondering.... Was it something I did? Doesn't that region exist any more? Have I been banned? Was I wearing the wrong group tag? Since the message tells you the reason, you can just walk away muttering about &%$^%!! crowds and come back later when everyone has left.
  12. To own an Experience, you need to be a Premium member, but if you are a member of a group that is listed in Experience's profile you can be designated as an Experience Contributor to the group even if you are not a Premium member yourself. That might open up a possibility for you. If you have absolutely no access to an Experience, the challenge becomes more difficult. In that case, you'll have to maintain a database on a server somewhere and then be able to communicate with it in real time to search for (or update) any stored information. The "server" could be a scripted prim somewhere -- preferably on the same region where you are running your game -- or it could be an off-world server like Amazon's. An in-world server is the easier of the two options, as long as you don't plan on resetting its script (or have made a backup provision for what happens if it's reset accidentally). Once you start dealing with an external server, you get into all the issues of communicating with it by HTTP and handling its own protocols and language. All in all, KVP is dramatically simpler (and more reliable) than your other options, but if it's not available to you, you're stuck doing it a harder way.
  13. I don't know about the specifics of your game, but the general challenge is one that you can handle easily with KVP, if you have access to an Experience. Simply create a key for each player, store current scores and other parameters in that key, and then refer to it for information and when you need to make any updates. See and http://wiki.secondlife.com/wiki/Category:Experience_Tools
  14. I sympathize. I prefer a book that I can hold in my hand too. I've been here for 13 years now, so I've watched all the changes that you are coping with now as they accumulated. SL is a constant exercise in learning, much as RL is. The big difference in SL is that the pace of change is significantly greater than in RL -- well, a lot of RL anyway. If you blink or take a vacation for more than a few months, you come back to find new features or potholes. Sadly, printed books can't keep up with that pace of change.
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