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Tyrannosaurus Alpha

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  1. Interestingly I moved to another sim and rezzed an object with the script at the new sim I was at, it then seemed to detect only one of the underage accounts. When I went back to the original sim both accounts were then being detected without an issue.
  2. I've been working on a script to detect agents under a certain age, after a while the script would no longer detect these agents, resetting the script and rezzing a new object with a new instance of the script doesn't help. Is there some sort of cap to the amount of dataserver requests that can be sent in an hour or so?
  3. I was given this but it is still failing to set the position... vector agent_size = llGetAgentSize(llDetectedKey(0)); vector pos = llDetectedPos(0); vector object_size = llGetScale(); float foot_bottom = -1*((agent_size.z*1.1)/2);//distance from agent centre to bottom of feet //works for most avatars, believe it or not float my_hight = object_size.z/2; llSetPos(<pos.x,pos.y,((pos.z+foot_bottom)-my_hight)>);
  4. I was trying to move an object directly under the owner by taking away the height of the owner on the z axis from the owners z position, like this: llSetLinkPrimitiveParamsFast(LINK_SET,[PRIM_POSITION, <x, y, z> + <0, 0, - ownerheight>]); But there was a big gap..
  5. Nope, that didn't solve it unfortunatly. Braduz (braduz.darkfire): test [Walkie Talkie: Runk Scientist says: test
  6. Yeah but I don't think it explains the faulty names. if the speaker was restricted to the owner then messages wouldn't be recived...
  7. both scripts are in the same prim this is the script to send the message default { state_entry() { llListen(0, "", NULL_KEY, ""); } listen( integer channel, string name, key id, string message ) { llRegionSay(101,(string)message); } on_rez(integer start_param) { llResetScript(); } } 
  8. But it's on my side, not his he sees: Walkie Talkie: Braduz Darkfire says: I wanna see I see: Walkie Talkie: Runk Scientist says: I wanna see
  9. Well I had someone test it called vics, to him when I say something it sais "Braduz said: whatever" but to me it says"Vics said: whatever"
  10. The script would give the name of the owner of the object with the message in llOwnerSay
  11. The player talks and the walkie uses llListen to send the message to channel 101
  12. default { state_entry() { llListen(101, "", NULL_KEY, ""); } listen( integer channel, string name, key id, string message ) { key ownerid; string ownername; ownerid = llGetOwnerKey(id); // the the owner of the chatting objects ownername = llKey2Name(ownerid); llOwnerSay((string)ownername + " says: " + (string) message); llPlaySound("Walkie",1.0); } } This is the script that deals with messages recived from other walkie talkies. But for some reason It tells me the name of the other person
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