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Shymus Roffo

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Posts posted by Shymus Roffo

  1. i know how to use the link message i i'm not really trying to save the keys i'm more like trying to save the stuff they take lets say if they take a helmet that is what gets saved i wanna know how much stuff is taken.

  2. i have been trying to find a way to keep track of objects handed out by a locker and i have'nt been able to do that....

     

    I already have the locker so its handing out stuff i am just working on the database script wich keeps all i am hoping to use link message and keep it in a differant script so i can turn off the database when needed

  3. key kQuery;integer iLine = 0;integer channel;default {     state_entry()     {        llListen(channel,"","","");        kQuery = llGetNotecardLine("Settings", iLine);    }     dataserver(key query_id, string data)     {        if (query_id == kQuery)         {            kQuery = llGetNotecardLine("Settings", iLine);            channel = (integer)data;            iLine++;        }    }        listen(integer c, string n, key id, string msg)    {        if(c == channel)        {            if(msg == "Alarm On")            {                //Alarm On Functions            }            else if(msg == "Alarm Reset")            {                //Alarm Reset Functions            }        }    }}

     

  4. So far this is what i have the channel is not sappoosed to work with a dialog

     

    key kQuery;integer iLine = 0;integer channel;default {     state_entry()     {        kQuery = llGetNotecardLine("Settings", iLine);    }     dataserver(key query_id, string data) {         if (query_id == kQuery)         {            if(data == EOF)            {                //Do nothing            }             else             {                kQuery = llGetNotecardLine("Settings", iLine);                channel = (integer)data;                llOwnerSay("Channel: "+(string)channel);                iLine++;            }        }    }}

     

  5. i've been making a fire alarm system and i do not want the channels the same for ever building and i decided to use dataserver; But i have not been able to figure out how to use it, and the wiki is not really helping me...

    All i'm trying to do is make it so that the channel numbers is controlled from the notecard;

    example notecard

     

    #The channel for sending/Recieving

    Channel: -3432

    #The Channel sent for the pager server

    Pager Channel: -8754

  6. default
    {
        state_entry()
        {
            llSetStatus(STATUS_AWSOME, TRUE);
    llListen(0,"","","");
     } touch_start(integer total_number) { if(force == "Punch") { llSetColor(<0,1,0>, ALL_SIDES); llSay(0,"THAT HURT!!!"); } else { llSay(0, "/me Giggles"); } } collision(integer num_detected) { if(HavingGoodDay == TRUE) { llSay(0, "Sorry i collided with you"); } else { llSay(0,"HEY!! Watch where you are going!!"); } } listen(integer channel, string name, key id, string message) { if(name == "Peter Linden") { llSay(0, "OMG!! ITS PETER THE CEO OF LINDEN LABS!!!"); if(message == "HI") { llSay(0, "/me Screams like a little girl"); } else { llSay(0,"Fine don't talk to me then.... :("); } } if(message == "Hi") { llSay(0,"Hello"); } else { llSay(0,"GoodBye"); } } }

     the script in my brain

  7. i was bored and thinking about fire fighting i have been making a door that breaks from an axe i have started on the door and had trouble with the hollowing

    i only really want it to break if they have the axe

    i want it to take steps like real doors where it slowly hollows out

     

    float hollow = 0;
    vector cut = <0,1.0,0>;
    vector twist = <0,0,0>;
    vector taper_b = <1,1,1>;
    vector topshear = <0.0,0.0,0>;
    integer swing = 0;

    default
    {
        state_entry()
        {
            llSetStatus(STATUS_PHANTOM, FALSE);
            llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            llSay(0, "Take a swing and break down the door");
            llSetText("",<1,1,1>, 1);
        }

        touch_start(integer total_number)
        {
            swing += 1;
            hollow += 0.1;
            if(swing == 1)
            {
                llSetText("Door Damage[█---------]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 2)
            {
                llSetText("Door Damage[██--------]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 3)
            {
                llSetText("Door Damage[███-------]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 4)
            {
                llSetText("Door Damage[████------]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 5)
            {
                llSetText("Door Damage[█████-----]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 6)
            {
                llSetText("Door Damage[██████----]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 7)
            {
                llSetText("Door Damage[██████----]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 8)
            {
                llSetText("Door Damage[███████---]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 8)
            {
                llSetText("Door Damage[████████--]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 9)
            {
                llSetText("Door Damage[█████████-]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
            }
            else if(swing == 10)
            {
                llSetText("Door Damage[█████████]",<1,1,1>, 1);
                llSetPrimitiveParams( [PRIM_TYPE, PRIM_TYPE_BOX, PRIM_HOLE_TRIANGLE,
        cut, hollow, twist, taper_b, topshear] );
                llSetStatus(STATUS_PHANTOM, TRUE);
                llSetTimerEvent(30);
            }
        }
        timer()
        {
            llResetScript();
        }
    }

     This is what i have so far

  8. i've been working on an unpacker script and i noticed some people made prims fade away once someone unpacks or fade to solid when they are rezzed and i have completed but i was wondering how to do it with a "while" or a "for" loop. I am still learning how to use the loops.

     

    llSetAlpha(0.1, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.2, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.3, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.4, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.5, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.6, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.7, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.8, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(0.9, ALL_SIDES);
        llSleep(0.1);
        llSetAlpha(1, ALL_SIDES);
        llSleep(0.1);

     this is what i am trying to do with a loop to shorten it.

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