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Marioni Unplugged

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About Marioni Unplugged

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  1. Yes, you definitively have a point there. Perhaps I was a little lazy. I will take a closer look at Ruthven's script. Thank you all for the great feedback!!!
  2. UPDATE: I have solved it according to Love's first reply, which is IMO the most elegant solution: Send names to the balls after rezzing it. No fuz, no lists to be processed. Each rezzed ball does a llListenremove() after receiving the name and then displays the name with llSetText before dying. As my parcel never gets more than say, 5 visitors simultaneously, this works perfect! Next step: get the data from av's up to Z height being 600 mtr! (the 3D Map is after all eh... 3D
  3. Yes nice one arton, having a fixed number of linked prims sounds really good, no rezzing needed! Just make them visible when needed. Thank you all so much for helping me getting on the right track. And thx Rolig, Innula and Love for the llgetAgentList tip! I'll keep you guys posted when I got it all working ..
  4. concidering each rezzed object being the same, how would they idetify themselves? by some number when rezzed? if so, how so? remember each ball is lost after 5 secs.
  5. No, my scenario is from another sort: we rez a <number> of objects and each must be unique. Each object represents an avatar within scanning range. The problem is that each object dies after 5 seconds, whilst the actual avatar is most likely still there. To goal is to LIST their names even while they are moving, or deleted when gone ..
  6. Hi there, here's one fur ya vector origin = <7.180, 31.280, 51.265>; // origin is lower left corner of the 3D Map's ground square ((0, 0) vector detPos; // detected position of avatar(s) vector newPos; float scale = 0.01; integer scanning = FALSE; default { touch_start(integer total_number) { if (llDetectedKey(0) == llGetOwner()) { scanning = !scanning; if (scanning) { llSensorRepeat("", NULL_KEY, AGENT, 96.0, PI, 5.0); // scan for all avatars (AGENT) with any name ("") and any id (NULL_KEY) within 96 mtr (the maximum scan range) in all directions (PI) // if any avatars are detected create an indexed list of them and raise a sensor() event llWhisper(0, "Scanning started..."); } else { llSensorRemove(); llWhisper(0, "Scanning stopped"); } } } sensor(integer total_number) // the sensor event is raised when avatars are detected, the number of detected avatars is passed to the script below in the parameter total_number { integer i; for (i = 0; i < total_number; i++) { //llWhisper(0, "Avatar name: " + llDetectedName(i)); detPos = llDetectedPos(i); if (detPos.x <= 63 && detPos.y <= 63) // limit to 64 x 64 mtr parcel { newPos = origin + <scale * (integer)detPos.x, scale * (integer)detPos.y, scale * ((integer)detPos.z - 52)>; llRezObject("AV detected*", newPos, ZERO_VECTOR, ZERO_ROTATION, 0); } } } } Now this all works fine. The REZZED object is a small red sphere that appears on the map, which dies after 5 seconds due to an llDie command in the script within it. A new ball is then rezzed immediatly, so we can see where each avatar is on a 64 x 64 mtr parcel.. Now what I want is floating names above each red ball .. Any smart ideas? thx in advance
  7. Aw, thank you so much Best regards, Marioni Unplugged EDIT: I found that the above code in my first message actually DOES work. My script failed silently for another reason. But arton's reply definately got me in the right direction, thx!
  8. default { touch_start(integer total_number) { llSetLinkPrimitiveParams(2, [PRIM_POS_LOCAL, llGetLocalPos() + <0.0, 0.0, 1.0>]); } }Greetings coders, Can anyone tell me why this code, when put in the root prim of a 2 prim linkset, does NOT move the child prim (i.e. linknumber 2) one meter up when touched?
  9. So llResetTime and then read llGetTime to get a millisecond elapsed time later. Thank you, Rolig!
  10. https://community.secondlife.com/t5/LSL-Scripting/LSL-Scripter-looking-for-a-new-project/td-p/3016207
  11. https://community.secondlife.com/t5/LSL-Scripting/Creating-a-HUD-to-attach-itens/td-p/3016125
  12. Greetings coders! How does one go about timing a specific custom made function in realtime? I mean timing an event that's part of my script, preferably in milliseconds. Does one use llGetWallClock or such twice, and then simply subtract the 2 values? Or are then more advanced techniques outthere?
  13. If only one person is interested, how come the number of views just increased by 10 the last 10 minutes? - I enabled anti-alias, why is Snugs still here?
  14. For those interested, Madelaine is right; repeat = scale. My script seemed to behave along a curve formula (stretching the texture too much at near-zero values) because llSetPrimitiveParamsFast was simply running TOO fast! If I slow down the loop, it works perfectly Thanks again all for your input.
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