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Posts posted by Shymus Roffo
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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.
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And i'm not good with dataserver so i don't use it
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giving it away
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keeps track of how much object have been given
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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
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K thank you Rolig ^.^
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I have always been wondering if lsl functions can be spelt in a differant launguage like spanish or german and still work?
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These are gonna be for alarms and i've tried using llFrand() but i was unable to assign the channel easly to the pull station and i figured dataserver would be easier so i'm trying that
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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 } } }}
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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++; } } }}
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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
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Ok thank you peter i managed to get it to work
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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
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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
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Ok thank you very much
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i was bored and noticed on the forum hat there is a new function llTransferLindenDollars() and i'm trying to figure out what the dffierance is between llTransferLindenDollars() and llGiveMoney(). what are the differant benifits between them?
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Are there any Mesh tutorials for maya cause i'm unable to find any tutorials for it.....
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I have used llTargetOmega and I couldn't figure out how to make it stop or set a target destination for it
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i am trying to learn the key frame and i didn't really find the wiki helpfull or understand it and i am trying to make a swing gate from a draw bridge i tried using target omega but that did not work out well :/
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i have one question about that one is that its not really going completly solid and i am trying to get it solid?
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ok i used the second one with the timer in it but i am curious if you are able to get that into a function or does it require to used llSleep()?
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it fades in when it rezzes and after it is solid it sends the contents except script once the contents are sent then it fades completly out and then removes its self
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is there a way to get this made into a function and without timer or is it only able to work in the timer event?
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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.
Help with Dialog
in LSL Scripting
Posted
Ok is there also a way of checking the data or having it tell you how much has been taken?