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Rolig Loon

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Everything posted by Rolig Loon

  1. Or why bangers sounds like something you would leave in the tool shed before coming to supper.
  2. And if LL changes that, a lot of merchants will lose sales and be really ticked.
  3. I was out walking in the heights yesterday afternoon, enjoying the view across the river that separates South Bellisseria from the rest of the continent, when I realized that I had never strolled through the neighborhoods on the other side of the river. I was already in Oleander, within sight of the lighthouse and nearly at the twin bridges, so I decided to see what's there. The rail line crosses here, parallel to the route for foot and carriage traffic. I've never seen a train here, but then rail traffic is still not as popular in Bellisseria as I'm sure that it will be some day. Perhaps when more of the land north of the mountains here is settled... As I walked toward the coast, I felt a fresh sea breeze rising from the harbor at Remember Amistad, and could hear the call of gulls and kitewakes offshore. Homeowners along the coast have really outdone themselves with flowers and shrubbery. I just loved the smell of wisteria at this house. And it all looks so clean and lively. This little neighborhood park looks out over a rocky cove and into Knightley, where I was headed next. I sat here for several minutes, taking in the scenery and the scent of the roses. Knightley is a delightful community with beautiful hydrangeas everywhere. I wish I could grow them like this myself. Just look at the color and the size of those blossoms! Like much of Bellisseria, Knightley takes pride in the tiny parks that are nestled among its neighborhoods. These aren't large enough for children and dogs to run wild, but they are lovely spots to sit in and read a book or just daydream. I love the gentle spray from fountains like the one in this park. And again, look at the hydrangeas and the size of those majestic willows! My favorite discovery in Knightley is this peaceful spot. It takes a bit of off-road wandering to find, but it's worth the trouble. This small brook tumbles down into the cove that I saw from the overlook in Oleander. I'm sure that the residents here view this as their own private secret, but you can approach it easily on public land. East of Knightley, the road leads into the peninsular communities of Dashwood and Crawford. From there, you can look back across the harbor to the Oleander light and to the mountains beyond. By the time I got there, the afternoon light was starting to fade, but the view was still clear and inspiring. Dashwood also has one of the largest lakes in this part of the world. It's actually shared with Poole and Fairfax, just to the south, but its tiny island and the footbridge connecting it to the shore are in Dashwood, so you know who gets to claim bragging rights. I spent so much time at the lake that the sun was starting to set by the time I crossed the bridge into Crawford. That small neighborhood is on a tied island that sits at the northeast end of the peninsula, accessible only by that one bridge and, of course, by sea. It has only one crooked street that winds its way to the end of the town. From there, I could see across the inlet to the large unsettled land mass to the east. As I turned left (north), I could see the houseboat moorings in the harbor at Grunion Beach and Alewife. There is so much to explore! I get to the end of a day like this and I suppose I ought to be tired from all the walking, but I just can't wait for the next time I can take off and do it again.
  4. Assuming that you have all the rest of your script figured out, the touch_start event should look something like this: touch_start(integer num) { integer i = llGetInventoryNumber(INVENTORY_ANIMATION); integer iThisAnimation = (integer)llFrand((float)i)); if ( llGetPermissions() & PERMISSION_TRIGGER_ANIMATION) { llStopAnimation( strCurrentAnimation ); strCurrentAnimation = llGetInventoryName(INVENTORY_ANIMATION, iThisAnimation); llStartAnimation( strCurrentAnimation ); } } Remember to make strCurrentAnimation a global string constant so that it persists from one time that you enter the touch_start event to the next, and give it an initial value in your run_time_permissions event. You can make this fancier, of course, and you can also streamline it to make it cleaner, but that's the idea. Do remember, of course, to request PERMISSION_TRIGGER_ANIMATION early in your script. Consult the LSL wiki if you don't know how to do that.
  5. Try reducing the number of scripted things you are wearing and then carrying across region boundaries, and slow down as you cross boundaries.
  6. Personally, I can't imagine anyone needing to carry around as many as 50 scripts. I have 18 on me at the moment, and 4 of them are in a pair of HUDs that I am testing with, so I only wear them while I'm working on my own region.
  7. Nope. You can follow the speculation in the thread over on General Discussion, but it's all guesswork.
  8. Heh...I got lazy and didn't do the arithmetic to get the exact number. Thanks. 😎 I think about this every once in a while when we get into those paranoid discussions about how to make a super-unguessable code for some in-world task. It's fun to dream up tricky systems but really iCode = -1 * (integer)llFrand(100000000.0); is usually sufficient.
  9. That's cool. In that case, my hope is that the scripter was lazy and picked a low positive integer. 😉
  10. @Reyetta Claven, Fenix and I are getting at the same point, but he's less subtle than I am. If you have absolutely no idea what channel the thing is listening on, it will take you the better part of a century to check just the positive ones at the rate of one every second. Even if you automate the system, it's going to take a ridiculously long time. That's why scripters typically have their scripts operate on a randomly selected channel. It's almost impossible to guess, no matter how patient you are..
  11. Oh, I assumed that your other object is listening for a message on that channel, so it will tell you when you finally get there. If you want to hear in the meantime, just add one more line: integer i; default { touch_start(integer num) { llSay( i, "This is a test on channel " + (string)i ); llSay( 0, "Sending a test on channel " + (string)i ); ++i; } } For reference, by the way, there are 31.2 million seconds in a year.
  12. No matter how you do it, if you have absolutely no clue what the channel number is, it will take a rather long time to test them all. After all, there are 4,294,967,295 possibilities. if you are determined to try, though: integer i; default { touch_start(integer num) { llSay( i, "This is a test on channel " + (string)i ); ++i; } } When you get to 2,147,483,647, stop. Then replace ++i with --i in the script and start all over again. Keep clicking until you get to −2,147,483,648.
  13. Yeah, but that's the opposite of what I want. I already have multiple dialog boxes open. Every time I open one, it stacks up on top of the previous ones, until I have a dozen or more open at once. I really just wanted to close any previous box as a new one opens. Now that I changed that debug setting -- thank you again! -- it works. It's just not going to work for anyone else who still has that debug setting at the default.
  14. That's it! Curiously, though, I apparently hadn't changed it myself. According to LL's tables, the default value of that debug setting is supposed to be 0, which limits the number of dialog boxes per object. Mine was set to 1, which limits to the number per channel. When I just reset it by clicking the Reset to Default button, though, it stayed at 1. So, LL must have changed the default at some point but not noted the change in their printed table. (That 0 in the next to last column is the advertised default.) In any case, changing the value to 0 does what I wanted, so thank you. 😉 Unfortunately, there's no way to force that behavior with a script, so I can't see how to incorporate it into a salable product.
  15. And don't forget Thomas Jefferson,who introduced the idea to the United States in 1793.
  16. I am having a non-brain moment. Quite a while ago, I remember modifying something -- a debug setting maybe -- that makes multiple dialog boxes stay open, stacking up on my screen, unless I actively close them. I can't remember what it was, and now I want to reverse it. When a new dialog box opens, I want any previous one to close. Can anyone refresh my memory?
  17. I can think of a handful of people that I avoid, biting my tongue as I walk away, but I can't think of any that I really hate. (Well, one came close many years ago, but he had the good sense to die before I could work up more than an intense dislike.) Anyone who is unlikable enough to hate is someone I probably wouldn't waste time on. Life is too short for that.
  18. As usual, I'm late to the party. Probably not an unpopular opinion, but I find some of the word games fun. When I add something in one of them, it's because the previous poster wrote something that catches my fancy and gives me something worth playing off of. It has nothing to do with post count. Sometimes I just enjoy being silly by playing with words. 🤓
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  20. Exactly. You can use it for pendulums (see Dora's example), slow-rotating doors, and all sorts of local movements.
  21. It depends on the geometry of whatever you are trying the script, of course, but this sounds like a situation made for llSetKeyframedMotion. Have a look in the LSL wiki and at some of Dora Gustafson's sample scripts at http://wiki.secondlife.com/wiki/User:Dora_Gustafson
  22. I'm halfway through the new (3rd) season now, and it's still good. They are not following the books at all, although the characters and the general arc of the series is consistent with the books. Still, the acting, the scenery, and the costumes are quite well done. There are some real tearjerker moments. I'm enjoying the series.
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