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shymus Roffo

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About shymus Roffo

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  1. Job Overview Are you a killer Animator looking to show off your skills and better engage yourself and test your skills? While working in your role, you will be tasked with assisting on larger projects throughout all brands of Nexus and Partners (Cliff Side Motor, MoreThanPixels, Osh Fergana, Shinybrand, Qube and Needs). Along with helping partners, you will also be given a place to start your own store and the assistance on getting the name out there. Along with your skills, we will assist you ass necessary for any projects you are looking to achieve. Want to come to vis
  2. I don't understand why the female thing would come up, they would have had absolutely no way of even knowing that you're a female, let alone even care. I think one of the reasons that your JIRA might have been closed was either from the lack of information provided or they were not able to replicate errors. However, as Rolig Loon said, everything is working perfectly fine. You're just having slight complications getting it to work. Just cause you don't understand how something works or it doesn't work the way you want it to; does not mean that it's broken. That is where you need to l
  3. A very good example of the no_sensor event can be found on the wiki. http://wiki.secondlife.com/wiki/No_sensor I'm assuming you're trying to see if the person who touched the prim is within 20m of the prim. Another way you could go about this like the example below. This may remove your use for the sensor. (Unless you want it, then don't do this.) key avKey; float distance = 20; integer InRange(key uuid, float distance) { list data = llGetObjectDetails(uuid, [OBJECT_POS]); if(data == []) return 0; return llVecDist(llList2Vector(data, 0), llGetPos()) <= dis
  4. If you are trying to do a bunch of textures in a particle system at once, one thing you could do is work with link particles. If you're going to go that route, the perfect function for you would be llLinkParticleSystem. One thing that I've done in the past was created two prims for emitters, make both the prims the same size and location, link them together, and you should have a simple emitter that you can add your script to that will allow two emitters.
  5. Yeah, I noticed that as well. I've had that problem in the past. Luckily, we're not really looking to distribute the HUD that this will work with, so we won't really have to deal with helping other's make it work in their mesh sims. It'll most likely be used to help us with our pathfinding waypoints in our sim. That way we have a way of visualizing the AI's path. Since most of our sim is still built out of prims and we don't really use mesh on any of our builds, we don't have a large problem with that. A lot of our items that we do use that are mesh, we give a basic cube physics shape. Af
  6. I am not really to sure how to calculate a Theta or what a Theta is. Sadly, the calculations need to stay within the HUD (assuming this goes into the debug object). The debug item is just there so I can see where the ray lands. This is the script that I have gotten so far from your example. (Assuming this is what you meant. ) Sadly, I'm assuming I did something wrong as I was not getting the expected result. integer channel = -500; default { state_entry() { if(llGetAttached()) llRequestPermissions(llGetOwner(), PERMISSION_TRACK_CAMERA); } touch(integer n)
  7. @Myrmidon Hasp I kind of understand; but then I kind of don't. I would have to see an example to start to understand a little better what you mean to a better extent. I tried your example @Wulfie Reanimator. That Worked better than mine.
  8. Yeah, all the camera tracking is good. That was easy. (Thankfully) The major issues that I've been having are the math part getting the raycasts to offset correctly in the hud. In the scripts that I tested, my cast ray worked based off the center of the HUD. The only negative is it was not offsetting. If you view it below and test with the debug prim, you'll notice the prim only moves a little bit. This is the script that I have so far that attempts to find the position. (mind my math, I suck at it...) Basic HUD Place within a prim, wear as a HUD, and scale to fit your window, t
  9. If you learn better by visual example, this might slightly help better. This would give that padding that Klytyna would be referring too. Have the padding will make the rotations on the texture work better without the corners bleeding/repeating.
  10. Hello, I have been experimenting lately on a HUD. I've been attempting to get positions within the world when a spot is clicked on the HUD. There are a lot of problems I've faced, here is what I've managed to get so far, only cause it was easy. Sadly, nothing I have made has come close the result I've been looking for. Right now the HUD is currently an invisiprim that takes up the entire screen. The intended behavior is; when a user clicks somewhere on the HUD, it's as if they are clicking somewhere in the world and it will report the position where the simulated world click was. I k
  11. There is a nice way of doing it by giving the user a choice in allowing it with the RLV functions that some viewers have. However, the User needs to allow it by having RLV enabled. If they don't have RLV enabled, it's just going to give them the RLV message. http://wiki.secondlife.com/wiki/LSL_Protocol/RestrainedLoveAPI#Name_Tags_and_Hovertext If you're unfamiliar with RLV, it's highly recommended that you read that wiki page.
  12. Hello, I was recently searching around YouTube and came across this old video by Nexii Malthus. He did a very good job on the Hud. I'm curious how did this kind of thing. It's very impressive. It's very interesting how he got it all on a HUD and took the object's world positions and displayed them on the HUD.
  13. Hello Marlon, Before you spend a bit of money on this kind of thing, here is a tool that may help you. Please try this tool out before you spend the money. Align Tool Demonstration This tool is located under your build menu.
  14. Yes, it is for an apache set up. It could be modified to work with other systems. I'm not that familiar with other languages or servers, so this is what I made it for. If anyone else makes the server code with a different language, let me know and I'll put it onto the thread.
  15. Now with the new functions that were released onto the Wiki, a lot of my web servers used a Name2Key service(Such as W-Hat, or similar). One problem we were having is some services are not 100% reliable. Every now and then, we had NULL_KEYs returned. These scripts we made; we used as a backup when the online services were not working or did not produce the desired result. This is not meant to be used as an alternative to Name2Key with LSL scripts, it is used for websites that need Name2Key and are looking for a backup to their current Name2Key. This could obviously be expanded and is very
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