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Vladamir Bearsfoot

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About Vladamir Bearsfoot

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  1. Thank you all. Kind of figured it would be one of those things where I would have to bite the bullet and head to a sandbox. Ah, what can you do.
  2. Last year I had one of my builds returned to me. It was a decent sized build(I don't remember how many prim it was) and it has wound up in my lost and found with a few other items. I was curious about a few things. I know I could pop it into last position, but where I am at I can't do that because of neighbors airspace, was wondering if I could just pop it off in a new area and if it would line up sort of how it was? My other question is, do you think it will ever be possible for a way to find out how many prims something is on the properties tab when looking at something or would that just overload things in programming?
  3. Well, here is what I see for my Drawbridge, root prim and such. It is three parts, the cylinder and the two boxes. When I used the demo it only moved the door piece, not the counter balance. I had added a small box much like you had in the demo as the switch. I thought that when it was activated that it would rotate the cylinder and all parts would move with it. If there is a way I could understand how scripting works a little better, I think I could see what everyone means. Hope you understand how much of a novice I am now.
  4. Looks like I am still stuck on this. Not being able to make heads or tails with answers.
  5. Okay, sorry for the delay, been busy. Here is the script I have in the drawbridge. // ========================================================================== // Basic Door Script // Original Script By Unknown // Modifications made by Zanlew Wu 01-Apr-2003 // //============================================ // Declare global constants. // integer SW_OPEN = FALSE; // used to signify door swinging open integer SW_CLOSE = TRUE; // used to signify door swinging closed integer SW_NORMAL = FALSE; // used to signify a normal swing integer SW_REVERSE = TRUE; // used to signify a reverse swing // // Note that it is hard to call a given swing outward or inward as that has // a lot to do witht he rotation and/or orientation of the door, which // swing direction is correct/desired, and whether you are referring to the // swing from the "out" side of the door or the "in" side of the door. It // was easier by convention to call the swings normal and reverse. //============================================ // Declare global fields. // key gfOwnerKey; // Owner of the elevator object integer gfDoorClosed; // Current state of the door (Open, Closed) integer gfDoorSwing; // Deteremines which way the door swings (In, Out) //============================================ // gmInitFields // gmInitFields() { // // Get the owner of the door. // gfOwnerKey = llGetOwner(); // // Close doors by default. // gfDoorClosed = TRUE; // // Set the door swing. // gfDoorSwing = SW_NORMAL; return; } // // End of gmInitVars //============================================ //============================================ // gmSwingDoor // gmSwingDoor(integer direction) { //----------------------- // Local variable defines // rotation rot; rotation delta; float piVal; // // First thing we need to do is decide whether we are applying a // negative or positive PI value to the door swing algorythm. The // positive or negative makes the difference on which direction the door // swings. Additionally, since we allow the doors to modify their swing // direction (so the same door can be placed for inward or outward // swing, we have to take that into account as well. Best to determine // that value first. The rest of the formula does not change regardless // of door swing direction. // // So we have two variables to pay attention to: open/close and swing // in/out. First we start with open/close. We will presume the // following: // SW_OPEN: +PI // SW_CLOSE: -PI // This also presumes that the door has a standard swing value of // SW_NORMAL. // // A door that has had it's swing changed would have those values // reversed: // SW_OPEN: -PI // SW_CLOSE: +PI // // The variable passed into this method determines if the intent were // to open the door or close it. // // The global field gfDoorSwing will be used to modify the PI based on // whether the door normally swings in or out. // if (direction == SW_OPEN) { // // Ok, we know the door is opening. Assign a +PI value to piVal. // piVal = PI/4; // // Now check to see if the door has it's swing reversed. // if (gfDoorSwing == SW_REVERSE) { // // Yep, it's reversed and we are opening the door, so replace // piVal with a -PI value. // piVal = -PI/4; } } else { // // So we know we are closing the door this time. Assign a -PI value // to piVal. // piVal = -PI/4; // // Now check to see if the door has it's swing reversed. // if (gfDoorSwing == SW_REVERSE) { // // Yep, it's reversed and we are closing the door, so we need to // assing a +PI value to piVal. // piVal = PI/4; } } // // This formula was part of the original script and is what makes // the door swing open and closed. This formula use a Pi/-Pi to // move the door one quarter-circle in total distance. // // The only change I've made to this function is to replace the hard- // coded PI/-PI values with a variable that is adjusted // programmatically to suit the operation at hand. // rot = llGetRot(); delta = llEuler2Rot(<0,0,piVal> ); rot = delta * rot; llSetRot(rot); llSleep(0.25); rot = delta * rot; llSetRot(rot); return; } // // End of gmSwingDoor //============================================ //============================================ // gmCloseDoor // // The close command is used to close doors. If the doors are // locked, the doors cannot be closed. (Note: presumably, this // script does not allow doors to be opened AND locked at the same // time). If the doors are already closed, they cannot be // re-closed. These checks will be made before performing a door // close operation. Once the door is successfully closed, the // door's state will be updated. // gmCloseDoor() { // // First let's check to see if the door is already closed. If it // is, let the user know. // if (gfDoorClosed == TRUE) { // // Yep, it was already closed. // llSay (0, "This door is already closed."); return; } // // Now we generate the proper sound for the door closing. // llTriggerSound("Door close", 1.0); // // Now we call the method gmSwingDoor with the SW_CLOSE argument (since // we are closing the door. // gmSwingDoor(SW_CLOSE); // // Now that the door is closed, set the door's state. // gfDoorClosed = TRUE; return; } // // End of gmCloseDoor //============================================ //============================================ // gmOpenDoor // // The open command is used to open the doors. If the doors are // locked, the doors cannot be opened. If the doors are already // opened, they cannot be re-opened. These checks will be made // before performing a door open operation. Once the door is // successfully opened, the door's state will be updated. // gmOpenDoor() { // // First let's check to see if the door is open already. If it is, // let the user know. // if (gfDoorClosed == FALSE) { // // Yep, it was already open. // llSay (0, "This door is already open."); return; } // // Now we generate the proper sound for the door closing. // llTriggerSound("Door open", 1.0); // // Now we call the method gmSwingDoor with the SW_OPEN argument (since // we are opening the door. // gmSwingDoor(SW_OPEN); // // Now that the door is opened, set the door's state. // gfDoorClosed = FALSE; return; } // // End of gmOpenDoor //============================================ //============================================ // Default State // // This is the state that is automatically bootstrapped when the object // is first created/rez'd, or the world or environment resets. // default { // // state_entry() is the first method executed when the state it resides // in is run. So State A, B, and C all can have state_entry methods, // and if they do, they are run when their respective states are called // and or executed. // state_entry() { // // Perform global field initialization // gmInitFields(); // // We are listening for two different commands. This script is set // up to accept spoken commands only from the object owner. // llListen(0, "", "", "open"); llListen(0, "", "", "close"); } listen(integer channel, string name, key id, string msg) { //----------------------- // Local variable defines // string operName; string ownerName; // // Ideally, we want the door only to work on spoken commands // from the owner. To accomplish this task, we need to check the // id of the owner and the person issuing the command to see if // they match. // // Alternately, commands can be issued from the control panel, // which can be used by anyone. Later on, it will be presumed that // access to the control panel will be controlled. // // // First get the string names of the owner and the operator so they // can be compared. // operName = llKey2Name(id); ownerName = llKey2Name(gfOwnerKey); // // First we check the owner. // if (ownerName != operName) { // // Nope, not a match. // llTriggerSound("Door knock", 0.2); llSay(0, "Voice command access is for owner only."); return; } //---------------------------------------- // OPEN DOOR // if(msg == "open") { gmOpenDoor(); } //---------------------------------------- // CLOSE DOOR // if (msg == "close") { gmCloseDoor(); } } touch_start(integer i) { // // This is the same code as the UNLOCK, OPEN and CLOSE DOOR // code. For reasons of brevity, I have removed the comments // from this copy of the code. // if (gfDoorClosed == FALSE) { llTriggerSound("Door close", 1.0); gmSwingDoor(SW_CLOSE); gfDoorClosed = TRUE; return; } else { llTriggerSound("Door open", 1.0); gmSwingDoor(SW_OPEN); gfDoorClosed = FALSE; return; } } }
  6. Well, got around to looking at this tonight, and giving it a try. Instead of swinging up and down, it swung right to left. I am guessing that is because the main prim is a cylinder so it is turning it that way? Sorry I have not been around, just really busy lately. Perhaps the original script that is in there I should show? I believe that is a freebie from one of the big teaching places. I will look tomorrow and post what it is so(if I allowed).
  7. A switch is indeed what I am trying to make. The script that I have in my bridge is in the root prim, but I am guessing either I will have to modify that script, or replace it entirely as I don't see anything about switch_prim in there. How is it that you name a switch, change the object name to "2" in the example you show? As you can tell, scripting is not my strong point.
  8. I am trying to rig the drawbridge so that I have a control that is supposed to operate the bridge, but I have no clue on how to do that. I have a door script in the cylinder that is operating the door. I have seen other doors and such operate with a switch of some sort in order to open or close the door in a way that does not all anyone to operate unless they are moving the switch. Any suggestions on how I should proceed?
  9. All valid points and such, especially that there is no such thing as privacy on the internet or any other forum. So in any event, there is no way for anyone to really know if they are being spied upon? If it is happening say from a gift that is worn taking it off, tossing it in inventory, throwing it in the trash, etc would solve that problem. Also if it is suspected that it is happening at a certain place(a friends home which you share/visit/what have you) than perhaps you friend may not really be your friend, what would the suggested course of action be other than not going there, getting a new friend, asking for an explanation(which may solve the problem(s) either way? I am asking obviously to try and give my friend some peace of mind(I had another friend who also believed something similar to all stated here as well, her resolution was dump everything and move and not have contact with said person ever again). Me, I could care less what people think about me. I am respectable to a T, if someone rubs me the wrong way I simply just bow out and walk away wishing good day if things are not rude between us, if they are I just excuse myself and leave.
  10. I have heard of people popping on their profiles that IM's are logged. I have heard about the slave stuff for roleplaying which is consensual and there usually is a blurb when you enter one of those areas stating what all is going on if you don't want to do please leave. My friend is worried that someone has been monitoring her in such a way that she is or was not aware of at the time but she as of late believes that someone is. I saw this description of a product on the MP. "Worried about someone talking negatively about you when you are offline,have any in world enemies spreading rumors and gossiping about you or a loved one, well worry no more! Set your mind at ease.The XXXXXXXXXXXXX Surveillance Orb allows the owner to record all local chat whether you are online or offline, away from home or at home. Simply drop the orb on your land and "click"it to turn on or reset. This device has a 20' range and is copyable so you can put as many of these devices down leaving you with the peace of mind. Say goodbye to backstabbers and backbiters..." Granted this only has a 20 meter range like when you are inworld. But does it stop there I mean for other things? Is there a way for LL to make sure that other such devices are not tracking a person's movements to where they have been, who they have talked to, what they have said? Say you are given a gift from a friend like a ring, or belt, any article really without any mention of anything contained in it like tracking stuff or such, that would be against TOS if I understand correctly from what is mentioned. If this is the case, how can someone find out if such article is as such or just an ordinary article, contact LL?
  11. Just recently heard that you can record people's conversations in SL to see if there are people yapping about you? Is this an invasion of privacy? Also that someone can give you a gift that does pretty much the same thing as record where you have been, what you said and such. How does one clear this stuff if they are or even if they are not a victim? How can you know what is what on this? Does it affect anything outside of SL as well? Vladamir
  12. No, I only did the one. Sorry for being awol for so long. Still have to do that. Question, do you think that it would be easier making the landscape from a grid as opposed to using the landscape mesh as mentioned somewhere above? I am thinking that would probably would be simpler as there would be less triangles and the model would be far less complicated. Also, is it possible to load textures into Blender so that you can texture your model?(guessing that somewhere it is possible to do so, just have not had the time to fiddle about lately)
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