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Rolig Loon

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Everything posted by Rolig Loon

  1. You could do it either way. I have a transparent attachment that automatically triggers a sit animation when I wear it. It's very handy for taking photos in places where I might have a hard time sitting, or where the default sit target puts me in the wrong place. I wear the thins and can then move myself gently into position, apparently sitting on something else. If you wanted your bot to sit on some specific predetermined things, though, you could take the other option. Script the predetermined seats so that when you click on them (or send them some triggering signal), they use an Experience to force seat you. There are plenty of places in SL that do that now.
  2. Exactly! This flexi hair is one of my favorites, especially for underwater swimming. It flows nicely instead of looking like some glued-on helmet. There's no way mesh is ever going to look this gentle. (Don't mind the ears. I was in an Easter mood at the time.)
  3. I'm sure that I have mentioned this before, but the seafloor in Bellisseria is mostly dead boring. It looks like this almost anywhere you go: I realize this isn't much of a concern for most people, but for those of us mermaidy-types who spend our time below the surface, well ... it's monotonous. That's why most of the travel reports that I have posted here end up showing more things above water than under it. Still, I've found treasures and amusing things in all corners of Bellisseria's ocean, and I bet any mermaid can tell you about ones she's discovered. Let me show you a few photos that I took as I swam in the shallow waters along the east coast from Castoff to Beluga Sound yesterday. It's a fun bit of coastline -- houseboat marinas almost all the way. Here's a lovely garden spot in Castoff. It's teeming with fish -- lots of little ones and one real giant, plus jellyfish and shrimp. I've always been fond of clown fish, so I smiled to see them. I'm not sure about that fake pool, but it does add a humorous touch. The big guy seems to like jumping into it too. North of the cluster of houseboats in Zut Alors, Castoff, and Rowurboat, there's another tight community around an island and atoll. I had been planning to stay right along the Bellisserian coast, but I couldn't resist a side trip. You probably know the area, just south of the odd bit of permanent sea ice at Moonia. I've shown you photos from there, haven't I? Maybe? If not, I'll go back sometime and take a few. Anyway ... I didn't swim far into the atoll, but here's a fun spot in Armada that's worth looking at. It has lush walls of kelp and the remains of a sailing vessel of some kind. No fish, but really nice plants. I was a little annoyed at being asked to leave less than 15 seconds after I went in to take a close look, but I had time to take a photo. Then I swam back across Northwest Passage to the shallow waters in Surfdom, where I found one of these funny little green fish hanging around under the docks. You can find them all over Bellisseria if you keep your eyes open. I've shown you photos before, a couple even in the inland lakes at the far west edge of the continent. They're solitary creatures, not very talkative. Not far to the west, I ran into this playful porpoise in Sprinkles. Actually, I saw two others in the area as well. They are much more social than the little green guy -- almost too social. This one kept circling me and trying to nudge me off balance but, of course, I have spent enough time around porpoises to know that game. The trick is to fade to one side just before he runs into you and then grab his dorsal fin and flip him off balance so he runs nose down into the sand. It's good for laughs all around. OK, you have to be there, I guess. to Not all the nice spots in Sprinkles are completely underwater. I found this pleasant patch of sea grass and reeds nearby. If you've never played tag around floating seaweed, you've missed something. If you're good at it, you can get anyone following you all wound up in the stuff while you head for the bottom, laughing. This patch isn't big enough for much of a game, but it's nice and dense like the places my sister and I used to play in, years ago. And then there's this surprise, a seahorse of a different color. Don't you love her tattoos? I never expected to find anything like her right in the middle of a flat empty area in Sternwheeler. Horses are strange animals, whether on land or in the ocean. They sleep standing up, like this one. She never moved a muscle while I was there, so I'm assuming she was asleep. Here's another tasteful little garden in Cantrip Coast, further along the shore to the west. It has a very minimalist feel, so it has attracted only the smallest phosphorescent fish. They are very delicate creatures, and curious. If you hold very still, they swirl around you in an eddy, playing their own silly game. In contrast, this creature I ran into in Porthole is definitely not delicate or dainty. Fortunately, he's also dumb and not very fast. I draw the line at playing rough and tumble games with anything that big. They're like big puppies -- playful but not careful about watching out for others. Finally, here's where I ended up, in the mermaid grotto just south of Beluga Sound. I first showed you this spot way last summer, and it's still a favorite. Also a good place for mermaids to hang out and trade stories. And a place to show off some of the odder things we have found, plus beautiful flowers like nothing you've ever seen on land. Drop by sometime. You never know who you might meet or what you might find..
  4. I agree totally. Unlike RL, nobody can mess with your stuff in SL unless you are silly enough to allow them to rez objects on your land or drop their own stuff there. The worst they can do is annoy you if you happen to be there at the time, but then you can just eject them (or, more politely, ask them to leave). In over 13 years, I think I have only ejected a half dozen people, and I can only think of one that I have banned. I never bother with a security system. And doors ... ? Anyone can get past a locked door. A lock is just a decoration.
  5. Just keep reporting them. A lot of people don't read the covenant.
  6. SIT on it, don't STAND on it. When you sit on an object, you have become one with it ("ommmmmm....."), so when it moves, you move. Now, when it gets where you want it to be, you will want to stand up again. Chances are pretty good that you will still fall off the thing up there, but you're close enough that flying up isn't much of a nuisance.
  7. So include an experience_permissions_denied event and see what the error is. That will tell you what's going on. My almost random guess is that your script isn't really in the Experience.
  8. If your alt is a Premium member, she can change her username. If she isn't, she can't. It doesn't make any difference what your main account is.
  9. If you are scripting in an Experience, you can use the llSitOnLink function to force an avatar to sit on a specific object. You'd usually use that in conjunction with the SLPPF parameters PRIM_ALLOW_UNSIT and PRIM_SCRIPTED_SIT_ONLY, to customize the environment. The llSitOnLink function is meant to go into the object that you want someone to sit on, however, so it's not likely to be useful directly in a scripted object attached to your bot. If that's what you are trying to do, I think you'll need to have the bot send a chat message to a scripted seat, triggering its script to seat your bot.
  10. When he's done, could he come do some of mine? First on my list .... my trusty, heavy-duty desktop died the day after we went into social lockdown mode a month ago, and my local geeky guys are still all closed up. I've been working on a faithful but less powerful laptop since then. I suspect that it's a really simple repair, but I can't diagnose the hardware properly myself, so I don't want to just go ordering a replacement part on line. Then there's my leaky faucet and cleaning out the gutters and putting a new coat of sealer on the back porch and ...
  11. That's lovely. I must admit that despite many years of scripting in LSL and decades of programming in other languages before, I have never been comfortable with bit-shifting. It's a conceptual weakness on my part. Thank you for doing the heavy lifting on this one, Molly.
  12. Rolig Loon

    Premium account

    Whenever you have a bill from Linden Lab, they will tap the USD balance in your Tilia account first. If that balance is insufficient, they will then turn to your registered payment method.
  13. Thanks, Molly! That's a nice, quick pair of routines, easy to write as a pair of utility functions: integer FromVector (vector v) { return ((integer)v.x & 0x1FF) << 23 | ((integer)v.y & 0x1FF) << 14 | ((integer)v.z & 0x3FFF); } vector FromInteger (integer I ) { vector v; v.x = (float)(I >> 23 & 0x1FF); v.y = (float)(I >> 14 & 0x1FF); v.z = (float)(I & 0x3FFF); return v; } Note, however, that they will only work within the range [ <0.0,0.0,0.0>, <511.0, 511.0, 16383.0> ] . That's fine for the application you described, since regional positions are always vectors with positive components and bullets are generally only useful within a single region, but is limiting for vectors in general, particularly any with negative components.
  14. Very odd indeed. It really does work as designed when I try it. It's a mystery. Maybe it will fail for someone else. I'm off to bed at the moment but I'll have my alt try again in the morning.
  15. "Something" and "an object"? Or a specific thing and a particular object? If you are trying to move a rigged item that you are wearing, that won't work. Rigged clothing can't be moved. It's designed to match the bones of your avatar ( that's what "rigged" means ), so it will always stay in exactly the correct position to follow the movements of those bones. If you can't move anything that's attached to your avatar, that's a different matter. I can't think of a good reason for that to happen, and I can't think of a reason offhand why you shouldn't be able to edit any object and art least see who the creator is. That part's a puzzle.
  16. I don't understand. Your first name is PaleThanatos. Your last name is Resident. Your username is therefore PaleThanatos.Resident. So, you may change your first name to become something like Buffy, so your username will be Buffy.Resident (assuming that nobody else has already selected "Buffy"). Or you may choose a last name from the available list and become, maybe, PaleThanatos.Hexem (or Buffy.Hexem). In either case, you may continue to ignore whatever your username becomes and refer to yourself by whatever Display name you wish (Captain Thanatos Mariner, maybe).
  17. @Madelaine McMasters I'm sorry to have been out of touch with you for the past month, so I didn't realize that your mother had died. I am pleased that it was peaceful for both of you, but I understand the small useless regret. I was at my own mother's bedside a week before she died but had to return home for something that seemed important at the time, so was not there when she finally left us. Like your mother, she would not have known whether I was there or not, but I do. It has been many many years now, yet I still have an occasional dream where she makes a cameo appearance and I say the goodbye that I missed.
  18. Odd. It works fine for me. I just slapped your script into a prim, attached it as a HUD, went into mouselook, and clicked left. I got the message "Working". I can make it fail in either of two ways: (1) By failing to set it into an experience or (2) By restarting the script after it has attached. Try adding an llOwnerSay diagnostic in the experience_permissions event to be sure that you are actually activating llTakeControls. experience_permissions(key user){ if(user){ //This runs llOwnerSay("Taking controls"); llTakeControls(CONTROL_ML_LBUTTON,TRUE,TRUE); } }
  19. Old style Linden Homes are on 512 sq m parcels. Most new Linden Homes (Bellisserian) are on 1024 sq m parcels, except for camping trailers and some houseboats, which are on 512 sq m parcels. There are no larger Linden Home parcels. The houses on parcels vary in size depending on the theme. The best way to get a feel for how big houses are is to go exploring. Just wander around in Bellisseria and see for yourself.
  20. That has nothing to do with scripts. You are managing the environmental controls on your land with the EEP control in your SL viewer.
  21. The difference between your local time and SLT is a simple offset, so you approach it the same way that you would if you were calculating the difference manually. If you were in the Central time zone (USA), then the difference between CST and PST (that is, SLT) would be 2 hours. So, wherever the script determines SLT, you just add two hours to get CST. I'm obviously missing something in your question, though, since you said that you live in the Pacific Standard time zone. If that's the case, there is NO offset. Your clock is already telling you the correct local time. I can't give you a more satisfactory answer than that without knowing what your script looks like and without understanding the question better, so I suggest posting in the InWorld Employment forum to attract a scripter who would be willing to take a look at the script for you.
  22. That's a good point, and it focuses on a different facet of my concern for how much your own scripting time and energy are worth. My earlier point was aimed at looking ahead to future projects. If I am scripting for a large complicated project, part of my mind is asking "What parts of this will I be able to scavenge for future projects?" . I hate to spend a lot of effort writing a script that will be used only once, unless there's a possibility that I can lift modules or at least functions that will be useful later. Over the long haul, there's value on remaining flexible today.
  23. So, how does it fail? I works fine for me, although I suggest making a couple of small (mostly cosmetic and personal preference) changes: 1. Modify your dataserver event by providing an alternate exit when data ==EOF : else { iTouched = FALSE; } and set iTouched = TRUE in state_entry. That way, the teleporter is disabled unless the script reads the notecard successfully. 2. Remove the llWhisper line of code at the end of the timer event or replace it with llDialog(kAgent,"\nPlease close this dialog box",["OK"],gDLisn); and then move the llListenRemove statement after that line so that the channel is still available for the dialog. The "OK" response will be unheard, but that's fine. It will close the dialog.
  24. Prof has made some solid points. It's debatable whether a single large script is a more efficient use of system resources, but it's almost certain that it's more complicated to write, debug, and maintain than a set of separate related scripts. Once written, the large script may be fantastic but only useful for that one project. The answer to your question, then, may come down to analyzing whether it is a good use of your time to do all the extra work of writing, debugging, and documenting a huge script for one use. I have written a few monsters that justified the effort because they were likely to be needed for a long time in a single setting. I have written other projects with modular scripts because I could foresee more use for the modules in different projects down the line if I kept them separate.
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