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Rolig Loon

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Everything posted by Rolig Loon

  1. There's nothing in this Scripting Library, as I'm sure you have found by doing a search. There is a good listing of other script libraries and tutorials HERE that you might look at. And of course you should try Marketplace or the Wanted section of the Commerce forums (http://community.secondlife.com/t5/Wanted/bd-p/Wanted). Good luck.
  2. There's nothing in this Scripting Library, as I'm sure you have found by doing a search. There is a fairly comprehensive listing of other script libraries and tutorials HERE that you might look at. And then, of course, there's Marketplace, although you are not likely to find a full perm script there. Other than that, I'd suggest stepping back a bit and practicing your scripting skills with a few simpler projects as you warm up to making a chess game. As you have questions, post them in the Scripting forum (not here) and you'll find people ready to help.
  3. Rolig Loon

    No Object sit

    Dora Gustafson wrote: I fail to see though, how could it be possible to unsit more avatars on an object when this or one of the simple scripts are in it? (They will unsit any avatar trying to sit) Good point. If the sit target is set, then a simple llUnSit(llAvatarOnSitTarget()) should prevent one or more avatars from sitting (unless they are using a viewer that allows the av to override that restriction). I'm stretching to think of a situation where I might want to use Void's method, but it does show a way to handle the unsit without defining a sit target.
  4. Be sure that you have checked the box that says "Send IM to E-mail" in the Communication tab in Preferences (CTRL-P). If it got unchecked for some reason, IMs won't be forwarded. Another possibility is that your messages are capped. From the Knowledge Base: Maximum number of offline messages (involving IMs, inventory offers, group notices and group invitations) received before messages get capped is 25. Senders can't know whether their messages were capped or not.
  5. Dante's idea is pretty good. If you make a sphere about 0.1m in diameter and drop this script in it, you'll have a follower that hovers over your head and covers that pesky dot most of the time. The dot moves up and down a bit as your av changes position, so it doesn't stay a constant distance above your head. If you make the sphere big enough, though, it works well enough. default{ state_entry() { vector pos = llGetPos(); llSetStatus(STATUS_PHYSICS, TRUE); llSleep(0.1); llMoveToTarget(pos,0.4); llSensorRepeat("", llGetOwner(), AGENT, 20.0, PI,1.0); } sensor(integer total_number) { vector pos = llDetectedPos(0); vector offset =<0,0,1.4>; pos+=offset; llMoveToTarget(pos,0.4); } no_sensor() { llDie(); // Self-destruct if the owner can't be found. } } ETA: I should qualify "well enough." If you fly too fast or if you TP away, you'll leave the follower behind. I just added a self-destruct mechanism to the script so you won't end up cluttering space with orphaned followers. :smileyhappy:
  6. Great video! That's handy to have when you file an AR. If you are victimized by this sort of attack in the future, remember to use CTRL - Alt - Shift - + to turn off particles on your own screen. Particles are a client-side effect, so they can't cause the sim's servers to lag but they can overwhelm your own graphics card under some circumstances, causing rendering lag for you or maybe even making you crash. Turning off particles also makes it easier to see where the emitters are, so you can clean up the mess faster.
  7. It's a particle effect, for which you need a fairly simple script. The way to learn (and it really is worth learning) is to visit the Particle Laboratory in world. ( I'd hand you a SLURL but I can't get in world right now to grab one. It's very easy to find in Search, though.) The Particle Laboratory has an impressive array of tutorials. If you dedicate an afternoon to playing with them to see how the various particle parameters work, you'll be all set. You'll also find that they have a nice collection of free sample scripts in their sandbox area. IIRC, there's a flame script among them. So, go play. :smileywink:
  8. You should be able to do it HERE, which can also be reached if you click on Help (above, next to Community) and sort of follow the link from Contact Support.
  9. The Scripting forum is meant as a place for scripters to learn from each other. It's not really a place to look for scripts. If you are looking for someone to write a script for you, the best place to ask is in the Inworld Employment section of the Commerce Forums (http://community.secondlife.com/t5/Inworld-Employment/bd-p/InworldEmployment). If you are looking for a script that already exists, try Marketplace or the LSL Scripting Library (http://community.secondlife.com/t5/LSL-Scripting-Library/bd-p/LSLScriptingLibrary) or the Wanted section of the Commerce forums (http://community.secondlife.com/t5/Wanted/bd-p/Wanted). You will have much better luck.
  10. If you are looking for someone to write a script for you, the best place to ask is in the Inworld Employment section of the Commerce Forums (http://community.secondlife.com/t5/Inworld-Employment/bd-p/InworldEmployment). If you are looking for a script that already exists and can't find it here, try Marketplace or the Wanted section of the Commerce forums (http://community.secondlife.com/t5/Wanted/bd-p/Wanted).
  11. All you really need is a simple poseball script. The work is all done by whatever animation to find. There are a few poseball scripts here in the library, but you'll need to shop in world or in Marketplace for the animation.
  12. OK, forget my earlier post. I just tried this as an experiment. It's not the prettiest particle display in the world, but if you put it in a prim, point its +Z axis forward, and attach it to your av (I attached mine to the stomach), it produces a particle stream that always points away from your av as you turn. Turn it on with /8 ON and off with /8 OFF. default { state_entry() { llListen(8,"",llGetOwner(),""); } listen(integer channel, string name, key id, string msg) { if ( llToUpper(msg) == "OFF") { llParticleSystem( [ ] ); llSetTimerEvent(0.0); } else if (llToUpper(msg) == "ON") { llSetTimerEvent(1.0); } } timer() { llParticleSystem([ PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0), PSYS_PART_START_SCALE, <0.051, 1.0, FALSE>, PSYS_PART_END_SCALE, <0.05, 1.0, FALSE>, PSYS_PART_START_COLOR, <.25,.25,1.0>, PSYS_PART_END_COLOR, <.75,0.00,0.00>, PSYS_PART_START_ALPHA, (float) 1.0, PSYS_PART_END_ALPHA, (float) .5, PSYS_SRC_BURST_PART_COUNT, (integer) 5, PSYS_SRC_BURST_RATE, (float) 0.1, PSYS_PART_MAX_AGE, (float) 0.5, PSYS_SRC_PATTERN, (integer) 8, PSYS_SRC_BURST_SPEED_MIN, (float) 0.00, PSYS_SRC_BURST_SPEED_MAX, (float) 5.0, PSYS_SRC_ANGLE_BEGIN, (float) 0.00 * PI, PSYS_SRC_ANGLE_END, (float) 0.00 * PI, PSYS_SRC_ACCEL, < 20.00, 00.00, 0.0>*llGetRot(), PSYS_PART_FLAGS, (integer) ( 0 | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK )]); } } You could get it to track your movements even closer by speeding up the timer, at the potential cost of some lag.
  13. You might try something like llLookAt(<1.0,0.0,0.0>*llGetRot(),1.0,0.5) If you are updating with a timer as the avatar moves so that the script always has a current value of the av's global rotation to work with, I think the emitter prim ought to track with its +Z axis pointing forward all the time. ETA: That will position the prim. The acceleration applied to particles shouldn't need a rotation correction at all. I think that acceleration is always applied in the local rotation frame of the prim, IIRC. ETA2: Oh, duh. You said this is an attachment. I was thinking it was a follower. An attachment will rotate with your av anyway. No magic needed.
  14. Welcome to Second Life! That's really quite easy to answer. There is no object to Second Life. You are supposed to be doing anything that you want to. Depending on your personal perspective, this is a social networking platform, a creative environment, a role playing platform, .... almost anything. There is no systematic goal and there are no points to be earned, no badges.... I suggest that you spend some time exploring to see what you find. Try looking in the Destination Guide, for example, to see the range of exciting areas in SL. Go shopping, attend an in-world musical event, visit a club, look for educational areas where you can take a class and start learning a creative skill ....... Introduce yurself to people who look interesting. Have fun. :smileyhappy:
  15. There are some reported issues with NVidia graphics cards ( see HERE, for example) that may explain it. I have had the same experience you describe, though, and it's much less drastic than some of the reports of missing body parts that are in JIRAs like that one. Like you, I can sometimes find that a part of my av has gone totally transparent if I have switched windows to check my e-mail or browser. Clicking on the av or doing a quick Ctrl-Alt-R rebake always fixes it instantly. It's a little disconcerting, but so far I have simply ignored it. I suspect that it's another odd connection issue -- squirrels on the line in Topeka or Baltimore, or wherever my signal is routed.
  16. D'accord. Voyez ici la reponse officielle (en Anglais).
  17. Io non sono sicuro di aver capito il problema, forse a causa della traduzione. Se si utilizza uno script llTargetOmega e desidera che un oggetto per far girare la filatura, però, tutto quello che dovete fare è utilizzare il vettore <0.0,0.0,0.0>. Ciò renderà il fermano.
  18. You'll want to use a negative value for Gravity, so that the cattails always point up instead of drooping, and you'll want to keep Wind set rather low (probably no more than 1.0) to keep them from whipping aroiund too much. Moderate settings for Drag and Tension will also help make them slow to respond. You can ignore the Force settings, since they won't do much for you at all. Just play around and see what looks good. BTW, you can't link anything to the flexi end of a prim. If you try, it loses its flexiness (if that's a word). That means either making your cattails out of a single prim or having only the topmost part of a cattail flexi while the lower part is rigid. It would be ideal if we could make sculpties flexi, but that's not possible yet.
  19. Rolig Loon

    In Pooley !

    Because there's almost nothing for your graphics card to render and there's almost no demand on the sim's servers other than your own (no scripts, no physical objects, no parcel media, no particles.....). The servers can pay attention to you better.
  20. Hmmm... It could still be related. See VWR-13337 (https://jira.secondlife.com/browse/VWR-13337). It might be a good idea to add your graphics card spec to your original post. It might catch the eye of someone with experience on your particular card. So far, I don't have much more of an answer myself. :-(
  21. Take a look at this JIRA >>> (Nvidia) Certain actions such as changing outfits makes entire body, arms, hands of avatar disappear, makes face rezzing screwy . Is that something like what you are experiencing? If so, I'd suggest taking a pic and adding it, along with other documenting information, to that JIRA. You probably ought to file a support ticket too, if you haven't already.
  22. I just suggested this in a similar thread in one of the forums.... You have a bake failure, possibly because of a weak or intermittent Internet connection. SL is much more demanding than most other programs on your computer, and much more finicky about sharing bandwidth. It sounds like you have taken a few of the simple steps that often clear up the problem for a while, and it's reassuring that you don't report any packet loss. There's a fairly decent overview of common bake fail issues and some other suggestions about how to handle them HERE. You may find it helpful. For what it's worth, your graphics card meets SL's minimum standards (I had an NVidia 8600GT myself until recently), but it is a bit old, so you might want to start thinking about an upgrade if you have enough power and ventilation in your computer. I doubt that it's at the root of your current problem, but it couldn't hurt to think about it. ETA: Incidentally, if you search the JIRA you'll find several reports of chat lines being echoed (for example, typing chat in once and it appears on screen twice intermittantly on dsl connection ). Diagonses in those reports seem to implicate connection problems too.
  23. The problem you describe is referred to as a bake failure. When you change your outfit, the change takes place on your own computer, where the new clothing is "baked" onto your avatar. Then it has to be uploaded to SL's servers so that other people can see it. If there is a problem with the upload, usually because of a weak Internet connection, you can still see the new clothing but nobody else can. For a good explanation and an overview of solutions, take a look HERE.
  24. Particles are always emitted from the +Z end of the prim in which the script sits, so all you need to do is select that prim in Edit (You will probably need to highlight transparent objects -->> Ctrl - Alt - T ) and then be sure that you are viewing axes in Local reference frame rather than Global. Then rotate the prim so that the pointy end of the Z (blue) axis is aimed out of your mouth. It's probably smart to do this while you are on a pose stand. :smileywink:
  25. You can go to your Advanced menu (CTRL - Alt - D) and then look under the pulldown menu in Debug Settings for ChatPersistTime . The default setting for that variable is 20.0 seconds. If you set it to a lower value, an individual chat line will fade faster, so you will have fewer chat lines on your screen at any given time.
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