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PRIM_TEXTURE face number! is this possible?
Cindy Kraai replied to Cindy Kraai's topic in LSL Scripting
i see, thanks for all your replies i really appreciate it -
PRIM_TEXTURE face number! is this possible?
Cindy Kraai replied to Cindy Kraai's topic in LSL Scripting
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 -
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 nu
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thank you very much Fritigern Gothly!
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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 = llGetListLe
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NavigateTo a rez prim name! How do i do this?
Cindy Kraai replied to Cindy Kraai's topic in LSL Scripting
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 -
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, [OBJ
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thanks for the reply guys, i will come up with something hope i'll pull it off
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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() {
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i don't get it
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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
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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!
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------------------------------------------------------ //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(c
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DetectedKey using llAvatarOnLinkSitTarget is it possible?
Cindy Kraai replied to Cindy Kraai's topic in LSL Scripting
Thanks guys for the help, i'll try Innula Zenovka suggestion instead