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Blaise Mistwalker

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Everything posted by Blaise Mistwalker

  1. Well, while you might consider it very wrong and bad, I consider it at this point for me a small blessing. my hud which currently handles over 60 animations is running at Scripts Counted: 10 [208K] versus let's say my Huddles EZ Animator which reports as Scripts Counted: 52 [3280K] I'm not looking to sell this, it's for me and a few friends to organize our dances and poses in for easy access, no fuss no muss. It's a dramatic drop in script count and memory, and as I have it set up you can use the dialog menus to access each category without having to define then animation by animation in list, notecard, or script. Could I further reduce the script count and memory? I'm sure I could, of course. But at what cost for ease of use whenever as I have it functioning now all you have to do is drag and drop a new animation into the right child prim?
  2. lol I think there's some miscommunication here, probably on my part, but your suggestions aren't really viable for what I'm wanting to do The script as I have it now in its working format lists each specific button by name and then that dialog choice sends the link message to the appropriate child prim, where the animations are stored, and a script in the child prim handles the dialog menu for animation choice and permission triggering, etc. What I'm trying to do is make it where I can set my scripts to no modify, but leave the next user able to change the names of the animation categories by changing the name of the child prim, then have the root prim's script get link name and convert it into the corresponding dialog menu button for each category. All the command lines to handle link messages and the subsequent dialogs for choosing an animation from each child prim are in working order. What I'm stuck on is the llGetLinkname and where to call it from in order to be able to apply it to a specific list order for the dialog menu buttons. So for example: link #2 name: Floor link #3 name: Flying link #4 name: Frivolous link #5 name: Fun the dialong menu when you touch the hud's single visible button should then have four buttons which read "Floor", "Flying", "Frivolous", "Fun" but I want to get the names for those buttons from the child prims rather than having to list them myself in the script
  3. I'm using dialog as this is a dance hud. The children prim aren't visible, they're used to store separate groups of animations. Root prim's dialog menu brings up the list of available animation groups, then dialog choice selection sends link message to the corresponding child prim to bring up its dialog menu of available animations, etc. The problem is still in using llGetLinkName and converting it into the appropriate dialog button to correspond to the specific link message. So root prim = visible hud child prim 2 = animation group 1 child prim 3 = animation group 2 child prim 4 = animation group 3 and so on and so forth
  4. This is why I shouldn't try and post late at night. The link set is an attachment. What I'm trying to do is leave it where the child prims can be renamed and the dialogn menu buttons will update accordingly to the new prim names. Thank you for the llGetLinkName command, my brain was total fail on finding that. My hang up is on where to call up the link name and how to translate that into the list without having to solely rely on just the list from the child prims? I dunno, this is the script as of right now and I know it's full of fail at the beginning, but I'm just drawing a complete blank at this point on what I should be doing. string menuop1 = llGetLinkName(9);string menuop2 = llGetLinkName(6);string menuop3 = llGetLinkName(4);string menuop4 = llGetLinkName(7);string menuop5 = llGetLinkName(8);string menuop6 = llGetLinkName(5);string menuop7 = llGetLinkName(10);string menuop8 = llGetLinkName(3);string menuop9 = llGetLinkName(2);list choices = ["Stop", "<>", "Close", menuop1, menuop2, menuop3, menuop4, menuop5, menuop6, menuop7, menuop8, menuop9];string msg = "Choose A Dance Style:"; key owner;integer channel_dialog;integer listen_id;default{ state_entry() { channel_dialog = ( -1 * (integer)("0x"+llGetSubString((string)llGetKey(),-5,-1)) ); } touch_start(integer total_number) { owner = llGetOwner(); llDialog(owner, msg,choices, channel_dialog); listen_id = llListen( channel_dialog, "", owner, ""); llSetTimerEvent(60); } run_time_permissions(integer perm) { if(perm & PERMISSION_TRIGGER_ANIMATION) { list anims = llGetAnimationList(llGetPermissionsKey()); // get list of animations integer len = llGetListLength(anims); integer i; for (i = 0; i < len; ++i) llStopAnimation(llList2Key(anims, i)); } }listen(integer channel, string name, key id, string choice) { if (choice == "Stop") { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); } else if (choice == "<>") { llDialog(owner, msg,choices, channel_dialog); } else if (choice == "Close") { llListenRemove(listen_id); } else if (choice == "Floor") { llMessageLinked(10, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Flying") { llMessageLinked(3, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Frivolous") { llMessageLinked(2, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Fun") { llMessageLinked(7, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Hyper") { llMessageLinked(8, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Latin") { llMessageLinked(5, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Sexy") { llMessageLinked(9, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Break/Funk") { llMessageLinked(6, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } else if (choice == "Misc.") { llMessageLinked(4, 1, "dancemenu", NULL_KEY); llListenRemove(listen_id); } } timer() { llListenRemove(listen_id); llSetTimerEvent(0.0); } }
  5. I wasn't sure if it was possible or not as I've never seen it in scripts before but it stands to reason it could be, I just have no idea how to go about it. So I was wondering if any of the brilliant minds here might throw me a rope. I have a link set of 10 prims. I'm looking to create 9 dialog menu options out of the 9 children prims, using the prim's name. Is this possible, and if so, how might I go about it? For example, my menu as it is right now: list choices = ["Sexy", "Break/Funk", "Misc.", "Fun", "Hyper", "Latin", "Floor", "Flying", "Frivolous"]; Calling the dialog from the root prim, each child prim is named correspondingly as above with those names. I just cannot for the life of me think of what to look up that might help me convert the prim name to dialog option.
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