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Cindy Kraai

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  1. i see, thanks for all your replies i really appreciate it
  2. Thanks guys these really helps, thanks Rolig Loon for the example. My follow up question is, llSetLinkPrimitiveParamsFast(LINK_THIS,[ PRIM_TEXTURE, 0, texture, <1.0, 1.0, 0.0>, <0.0, 0.5, 0.0>, 0.0, PRIM_TEXTURE, 1||2||3, texture, <1.0, 1.0, 0.0>, <0.0, 1.656, 0.0>, 0.0, PRIM_TEXTURE, 4||5||6, texture, <1.0, 1.0, 0.0>, <0.0, 1.0, 0.0>, 0.0 ]); you can't do it this way right? i was hoping it is possible. It saves correctly but doesn't work at all
  3. I'm not sure if this is possible or allowed in lsl but can we do something like this? llSetLinkPrimitiveParamsFast(LINK_THIS,[ PRIM_TEXTURE, 0, texture, <1.0, 1.0, 0.0>, <0.0, 0.5, 0.0>, 0.0, PRIM_TEXTURE, side number 1 to 3, texture, <1.0, 1.0, 0.0>, <0.0, 1.656, 0.0>, 0.0, PRIM_TEXTURE, side number 4 to 6, texture, <1.0, 1.0, 0.0>, <0.0, 1.0, 0.0>, 0.0 ]); instead of uploading multiple textures i decided to just rotate them accordingly in their faces but is it possible to do something like "side number 1 to 3 is <0.0, 0.5, 0.0>" and "side number 4 to 6 is <0.0, 1.5, 0.0>". Please help, and thanks for giving some samples
  4. thank you very much Fritigern Gothly!
  5. integer level; default { state_entry() { if(level != "50 to 100") { //don't allow command } else { //allow command } } } i'm trying to create a level limit sort of, before making a certain command that will be available only if they are in that level. I was thinking of using "list" then llGetListLength but making those numbers are too long and i'm not sure if there is a limit on making those list. integer level; list level_list = ["50","51","52", so on and so forth up to "100" ]; default { state_entry() { integer length = llGetListLength(level_list); if(level != (string)length) { //don't allow command } else { //allow command } } } is there any way i can make this easier and shorter, please help me and thank you in advance for giving some samples that are understandable.
  6. thanks for the reply, what i did is more like the rez prim calls for the animesh through listen with a specific channel. it works somehow but i guess i have to use a script on the rez prim
  7. I was trying to get my animesh back to its home using a dedicated rezzed prim (at a parcel) with a particular name, i'm n string home_base = "homeObject"; vector prim_pos; ReturnHome() { list primsinparcel = [ home_base]; integer l_length = llGetListLength( primsinparcel ); list objdetails; for ( ; l_length > -1; --l_length ) { objdetails = llGetObjectDetails(llList2String(primsinparcel,l_length),[OBJECT_NAME]); if ( llList2String(objdetails,0) == home_base ) { vector prim_pos = llList2Vector(llGetObjectDetails(l_length, [OBJECT_POS]), 0); llNavigateTo(prim_pos, []); } } } ew to pathfinding please help!
  8. thanks for the reply guys, i will come up with something hope i'll pull it off
  9. I want to create a retractable wolverine claws, so what i did is something like this▼ vector currentsize; vector currentposition; vector newsize; vector newposition; default { state_entry() { currentsize = llList2Vector(llGetLinkPrimitiveParams(1,[PRIM_SIZE]),0); llSetLinkPrimitiveParamsFast(1,[ PRIM_SIZE, currentsize, PRIM_POSITION,currentposition]); } touch_start(integer total_number) { llSetLinkPrimitiveParamsFast(1,[ PRIM_SIZE, <0.5,0.5,0.5> , PRIM_POSITION, <0.5,0.5,0.5> ]); llSetTimerEvent(3); } timer() { llSetTimerEvent(0); llSetLinkPrimitiveParamsFast(1,[ PRIM_SIZE, currentsize, PRIM_POSITION,currentposition]); } } basically, I want to record the current size & position of the claws and when drawn or sheath it retracts; however, my problem is when the the whole linked object are resize (according to user avi size) it messes up the whole linked object. Is there any other workaround here, can someone help me please.. thank you!
  10. Hello, im trying to copy the prim rotation & location of OBJECT_1 to OBJECT_2 by using llGetPrimitiveParams. is this possible? or any workaround on this one? if there is please help. //OBJECT_1 default { touch(integer total_number) { list params = llGetPrimitiveParams([ PRIM_POSITION, PRIM_ROTATION ]); //tell object_2 to copy this rotation & location } } //OBJECT_2 integer listen_handle; default { state_entry() { listen_handle = llListen(-1984, "",NULL_KEY, ""); } listen( integer chan, string name, key id, string msg ) { if(msg == "this_is_object_1_rot_loc") { //get's object_1's rotation & location } } }
  11. I'm excited for what sansar has to offer but at the same time scared if linden lab has no more time to upgrade second life. Do you guys think LL still have plans to upgrade SL? Can anyone enlighten me because i don't plan on leaving my avatar here in SL?
  12. im sorry guys if i confused you all with the question but it seems that Innula Zenovka understands me. I just needed the hud to say something like its coming from me and im going to use this and it's working now. Thanks for replies guys specially to Innula Zenovka thanks really this helps!
  13. ------------------------------------------------------ //Hud Code: default { touch(integer ok) { llSay(7,"say_something!") } } ------------------------------------------------------ //Sit Code integer handle; integer channel = 7; default { state_entry(){llSitTarget(<0.0, 0.0, 0.1>, ZERO_ROTATION);} listen( integer chan, string name, key id, string msg ) { //this'll be a multiple channels if(chan == 7 && msg == "say_something!") { llOwnerSay("that'll make this respond!"); } } changed(integer change){ if(change & CHANGED_LINK){ key k = llAvatarOnSitTarget(); if(k){// if k is a valid key llListenRemove(handle); handle = llListen(channel, "",k, ""); } else{ llListenRemove(handle); } } } } ------------------------------------------------------ My question is how do i make my hud speak as my avatar, when i type the command code in local chat it works but it won't work when i let my hud say it for me? what did i did wrong? is there any other way around this one?
  14. Thanks guys for the help, i'll try Innula Zenovka suggestion instead
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