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Sylvia Wasp

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Posts posted by Sylvia Wasp

  1. 27 minutes ago, Theresa Tennyson said:

    The top bar doesn't tell you what you can do, it tells you what a visitor to the lot can do and a visitor to the lot can't build. It's been like that for a very long time. They briefly changed things to have the top bar actually tell you your settings and there was wailing and gnashing of teeth from residents because it was a change in behavior.

    You're right, it tells you what the parcel allows.  I mis-spoke.  

    It doesn't change the fact that there is a complete mis-match between what the parcel settings (that I set as the owner) allow, and what is shown as actually  allowed.  The top bar in this case is showing what the actual situation on the parcel is.  

  2. 1 hour ago, Chic Aeon said:

    I guess I am confused about what you think isn't working.   I see the same thing in the land tab as you do but it seems correct. You should probably note that you have not set a landing point BUT have "landing point" as the teleport  routing. 

    Here is your neighbors right next door. Theirs seems to be correct also.

    And here is mine. They ALL seem to be saying in the info bar just what they should.  So I am confused.  What do you think you SHOULD see that you are not seeing?   

    (pictures removed)

    Thanks for the heads up about the teleport routing.  You are correct, I don't use a landing point, but I used to and did not reset that setting.  In practice it hardly matters but I will change it anyway.  

    The problem is that despite all the settings telling me that everything is correct, the actual fact of the matter is that everything is turned off.  so what's showing on the parcel preferences tab is not reality (Note in my original snap that in the top bar of the viewer, the correct, i.e. "real" situation is that I am unable to build on the land).  

    Also, from time to time the parcel settings tab greys out or doesn't register, only to come back a moment later.  

    Other things I've tried:

    - Logging in as my alt (the other member of the group)

    - Checking the status of all members of the group

    - Getting friends to visit

    Everyone who visits reports the same thing, i.e. that the top bar of the viewer tells them they cannot build there (even if they normally could), the music won't play, media doesn't work, scripts don't work, etc. and that all the parcels that surround me are fine and that the sim itself is fine.  

    I guess I will submit a trouble ticket, if only I remembered how to do that, lol.  

    Linden Labs seems to hide that pretty well as it's no where on the main page or in my account pages AFAICS. 😉

    Edit: Anyone have a link to how to do that? it's been many years since I had to.  Interestingly enough going to "help" on the main page doesn't get you a link to support tickets, and searching through help topics for "support ticket" or "trouble ticket" get's you nowhere as well. 

  3. 6 minutes ago, Chic Aeon said:

    Well so far as EEP, installing and using a viewer that is NOT EEP enabled should fix that. As far as I know MOST (in my mind that is maybe 90 percent but just a guess) are NOT on an EEP viewer.  Firestorm is still working fine -- very close to how things were on preEEP servers.

     

    So far as issues with your parcel, can you not CHANGE those settings in the land tab so that you have things enabled as you want?  If not, is this GROUP land and something has gone wrong with your abilities to make changes?  

    image.png.90978b24d29e6f33dc5e59e4a76e2872.png

     

    Thanks for the reply.  

    As far as EEP goes, we only really have a choice between the LL viewer and Firestorm and LL's viewer is just so bad and so limited that it really isn't a serious option for anyone who's been in SL for very long.  I know I can use my own Windlights (and I do) but I'm seriously tired of changing back and forth all the time.  Also since most of the places I go have their own Windlights I need to switch back and forth from "Use region wind light" to my own wind light literally every single time I TP anywhere.  It's exhausting and it's been more than half a year now.  

    Irrespective of that the real problem is the broken sim, and yes, I've tried enabling/disabling thing is the parcel settings.  Things tick and untick but nothing actually happens the readout in the top bar doesn't reflect the choices in the parcel preferences and doesn't change when I tick/untick items.  (see picture) 

    Nothing has changed since yesterday when it all worked fine (luckily I put the item I was working on, for sale last night before I logged off otherwise I'd be completely screwed right now).  

    The group is fine, my account is fine, etc. Everything is completely normal and unchanged from the way it always worked according to the interface anyway.  I didn't even look at parcel details for weeks let alone change them.  

    The object list doesn't reflect any foreign objects although I'm not sure if I can assume that it's working considering the mis-match between the parcel settings and what the top bar is telling me. 

    Snapshot_002.png

  4. Seriously, if having the wind light screwed up for the better part of a year by EEP (with no word from Linden Lab on whether it will ever be fixed or even when!), isn't bad enough ... 

    Now my parcel is completely "broken," for lack of a better word.  

    I logged in this morning to find that my entire mainland parcel has building disabled, scripts disabled, music disabled etc. So there I am standing in silence unable to build anything on my own plot which also contains my store.  Luckily the vendors in the store continue to work, or appear to, but literally nothing else works.  The parcels right next door in the same sim all work fine so it's not the sim.  

    I've searched online for an hour or so.  

    - There are NO notes fromLL as to any problems

    - NOTHING in the forums or anywhere else of anyone having similar problems.

    - No problems shown on my dashboard.

    - No problems with my account

    - NO support from LL that I can find.

    Seriously, I'm starting to wonder why we even pay the fees!  

    $72 USD a year for a small parcel on the mainland that has been basically broken (because EEP) for 7 or 8 months in a row and now won't work at all. 

    Anyone have any ideas?

    Sylvia

  5. 13 hours ago, Sasy Scarborough said:

    There is a store on MP I just found called Faker that has bag holds set full perms, the holds look nice and tight but angled, you could approach the creator and see if willing to turn the wrists for you to sell them as a different kind of set. I would also just try other creators of poses that are doing bento, some may just do a custom for you if the price is right if no other part of the body has to be animated.

    Thanks Sasy, I will definitely ask although it's probably a bit late (2019 Pride is in three days).  

    I still find it just plain bizarre that even without the full perm, these very basic animations and poses don't even seem to exist for Bento.  Someone must have made something similar within a week of Bento's debut, but they aren't available for sale.  

    I guess this is more evidence of how people don't make things in Second Life anymore (unless there is a big cash payoff that is).  

    There was a time when LL would ensure that such things existed so as to keep the whole "user-created world" thing going strong.  It's sad really.  

    Sylvia

  6. Hello, 

    I have some small hand flags for 2019 Pride and I want to give them away with a Bento animation so they can actually be held in the hand.  I've looked on MP and can't find anything even remotely useful or related, which is puzzling to me.  

    Is it really the case that all this time after Bento debuted, there are still no simple "hold a thing in your hand" animations for sale?  

    Anyone know where to get such a thing?  Needless to say FP is required.  

    Actual animations related to waving the flags would be even better, but I'd settle for a simple "grasping stick-like thing in the hand" kind of deal.  

    Thanks ahead of time for any leads, 

    Sylvia :)

  7. I'd like to re-activate this thread since the same thing is happening to me and none of the answers here seem to actually work (or make much sense).   

    Every time I log on, I'm greeted with floods of SPAM that is only relived by the cap limit.  (see picture) 

    The advice is of course to block it, but it's coming from a UUID that just constantly changes.  

    I can't search for objects or avatars by UUID.  The only location it mentions is my own location, so I can't go and look for it either, although I have a suspicion about what sim the evil came from.  

    BTW before you say it, there are no foreign objects in my parcel, I have scanned my whole plot very carefully.  It's also not attached to me or an object in my inventory.  It seems that someone has probably just nabbed my UUID by way of a malicious object and I'm on a SPAM list, but I have no way of finding out who owns that list or who/what is sending me the SPAM.  

    I searched for at least an hour on this and in particular, I find LL's "advice" to basically go back to the sim where the malicious object attached to you to "look for it" ... to be very poor, and very dangerous advice indeed.  

    The building where the suspicious object (may have) attached to me is no longer there and even with beacons turned on there is no way I will ever find it.  The sim has 100's of scripted objects, there MAY be one that is spamming me, but it may not be there at all.  It would take a year to check them all out and there are more scripted objects  in the sim than I could eve add to my block list anyway.  

    How is it that with Second Life as old as it now is ... a person can still SPAM someone else with an object and yet they have no way to find out who the owner of the object is, where the object is, or what the object's UUID is?    

    Any advice?  Anyone?  

    Someone recognises the maker or the object so I can block it?  

    Anyone resolved this problem before?  

    Sylvia

     

    Screenshot 2019-06-05 at 8.59.12 AM.png

  8. 19 minutes ago, Skell Dagger said:

    I can't answer for LAQ, since I don't use that brand, but the above is not an ability that's been lost with Bento mesh heads. I can confirm that it's possible to do with at least one major brand.

    Try looking to see if there's a pack of additional gestures included in the head's folder, perhaps? If not, then there may be some info at that store, in the support group, or on the brand's website.

    Yeah, thanks Skell, I just found this out.  

    As I amended above though ... LAQ hasn't updated the old gestures and the original "smile" is pretty lame.  They now have a good smile, but they haven't distributed it to those who bought the old heads.   😞 

  9. I think that as it is with most questions about LAQ heads the answer is probably just "NO!" but ... 

    ... is there a way anyone knows of to trigger a LAQ head animation (a smile basically) with chat?  

    I'm thinking of making a gesture the way we used to be able to do with the old pre-mesh bodies so that when I type ":-)" it triggers the smile animation.  I am fairly certain that traditional gestures don't work with Bento animations and that LAQ probably has the permissions all locked down on their animation, but geez it's just totally ridiculous to open up the gigantic HUD, switch to page two, and then select "smile" every time.  

    I know about the "moods" and I already use them, but specific situations call for specific animations.  

    It seems like a big loss that we can't do this with mesh avatars now. 

    Edit:  I found the "LAQ gestures" so if anyone is reading, it *is* possible.  Unfortunately, if you bought the LAQ heads *before* they started selling the HUD separately, you only have the "old" gestures (which lets' face it are pretty sad), so you won't be able to trigger a smile.  

    LAQ has updated the HUD even for those of us that bought the original heads, but they don't include the new gestures in the package.  

    thanks, 

    Sylvia

  10. 20 hours ago, Soto Hax said:

    So I'm having the same issue on the latest, non-pre-release default LL viewer in Blake Sea (mainland). Here's what I've found.

    • Advanced Lighting Model (ALM) on/off makes no difference at all.
    • If I go to [TOP MENU]> World > Sun > [PICK A TIME OF DAY], everything is as it should be.
    • If I then go to that same menu and pick Region Default, the resulting bad lighting is dependent on but different from the time of day chosen in the previous step.

    I'm assuming this is because the server-side EEP changes have been implemented, and the non-EEP viewer release doesn't know what to do with it.

    --------------------

    
    Second Life Release 6.1.0.524670 (64bit)
    Release Notes
    
    You are at 142.5, 206.7, 22.7 in Blake Sea - Turnbuckle located at sim9734.agni.lindenlab.com (216.82.45.68:13007)
    SLURL: http://maps.secondlife.com/secondlife/Blake%20Sea%20-%20Turnbuckle/142/207/23
    (global coordinates 290,190.0, 268,751.0, 22.7)
    Second Life Server 19.03.07.525089
    Release Notes
    
    CPU: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz (3392.28 MHz)
    Memory: 8147 MB
    OS Version: Microsoft Windows 10 64-bit (Build 17134)
    Graphics Card Vendor: NVIDIA Corporation
    Graphics Card: GeForce GTX 960/PCIe/SSE2
    
    Windows Graphics Driver Version: 23.21.13.8813
    OpenGL Version: 4.6.0 NVIDIA 388.13
    
    Window size: 1920x1017
    Font Size Adjustment: 96pt
    UI Scaling: 1
    Draw distance: 64m
    Bandwidth: 10000kbit/s
    LOD factor: 1.125
    Render quality: 5
    Advanced Lighting Model: Enabled
    Texture memory: 512MB
    VFS (cache) creation time: January 15 2019 17:01:07
    
    J2C Decoder Version: KDU v7.10.4
    Audio Driver Version: FMOD Ex 4.44.64
    Dullahan: 1.1.1080 / CEF: 3.3325.1750.gaabe4c4 / Chromium: 65.0.3325.146
    LibVLC Version: 2.2.8
    Voice Server Version: Not Connected
    Packets Lost: 4,968/529,942 (0.9%)
    March 24 2019 11:56:44

     

    Interesting.  I don't use the Linden Viewer so I don't have the "pick time of day thing" but otherwise the behaviour seems identical.  

    As with your example, the time of day affects my lighting when I'm using Region Default, (it's much worse when the light is brightest at sunset and sunrise for example) but it's still pretty horrible the whole time.  

    I think it's absolutely APPALLING that Linden Labs has changed the windlight everywhere when the viewers (apparently) don't even support it yet.  

    I think it's disgusting that they can just screw up the lighting on my plot for weeks at a time and not have to compensate or apologise for it.  

    Sylvia

  11. 11 hours ago, Chic Aeon said:

    Apparently you need to have ALM turned ON to mitigate these problems. If you pick out a Windlight that works for you from the drop-down list rather than using the  REGION DEFAULT choice you can bypass these issues which are apparently transitory.

    Here is an example of using another Windlight setting with the current Firestorm viewer:

    image.thumb.png.a8bd3d50f913ac0e8418018c7322585c.png

    Thanks Chic, 

    Yes, I already use "Nam's Optimal Prim and Skin" a lot of the time (because it's the best when you're working on clothes or making things).  

    It's like having makeup lights on your mirror, lol.  

    But often I want to get "real" light (sunrise, sunset, etc.) so that I can see what the clothes I'm making look like in "regular" environments that the people who buy them are going to be using.  A lot of the custom windlights completely ignore the day cycle.  

    I certainly hope that we still have a "Default" at the end of this process.  It makes no sense at al for every one to have their own windlight in an environment like Second Life.  It's nice for people to have the *option* of their own windlight, but if there isn't a default and there isn't a day cycle, then all kinds of problems will ensue.  

     

    Sylvia 

  12. 12 hours ago, Sasy Scarborough said:

       it is something to do with this, so you are not alone :)

    Ah, so it is a Linden screwup.  Still, when they mes things up it usually doesn't take this long to straighten them out.  And they used to provide information to affected users, but I guess those days are long gone.  

    So ... sometime in the next few weeks or months either a Linden update or a Firestorm viewer update will straighten it all out?  

    How encouraging! (not).  

    thanks for the info, 

    Sylvia.

  13. Hello, 

    For the last few weeks, the (SL default) windlight in my region (Sage) has been completely screwed up.  Other residents in the same sim tell me it's been this way for a while now, and no one seems to know what to do about it.  Based on the local chatter, presumably the Lindens all know about it and are "working on it" but it's starting to bother me because this is where my store is.  

    I'm afraid that people popping in to my store (admittedly only a small number) will find it hard to see anything or perhaps just leave, as everything looks so darned UGLY.  

    To be specific: 

    - During daytime everything is super WHITE. 

    - During nighttime the sky is also too light.

    - The "stars" at night are BLACK spots instead of white spots.

    - At sunrise or sunset when the light is brightest, it's like a complete white-out

    - There is no colour in the sunset and sunrise, just WHITE. 

    I'm using the latest Firestorm Release for Mac, but my neighbour experiences the same and she is using the latest Firestorm on Windows.  The only parts of the sim that show correctly are the parts where someone has set their parcel windlight separately (a couple of parcels).  If I set my own windlight (for my viewer not my parcel) then that works, but I generally like to have the default windlight on.  

    What am I missing here?  Is it ok for a sim to be screwed up for this long?  (pictures attached)

    Sylvia

    daytime.png

    night.png

  14. On 3/18/2019 at 4:14 PM, Qie Niangao said:

    ... When "weird permissions problems" come up, I always think of the slam bit, ...

    Thanks a lot for this link Qie, I had forgotten about that toggle.  🙂

    For anyone following this thread, (and as a lovely retort to steph who automatically blamed and insulted me, lol) ... it turns out that it WAS Second Life that was to blame after all.  

    What happened is that thing we don't talk about but that actually happens a LOT in Second Life building wherein an object or an object inventory is updated or changed and the viewer shows the change, but the change hasn't actually happened.  

    This is what I was getting at when I was "cussing" SL, and what I was talking about when I said I did a bunch of resets on everything.  It turned out that the THIRD time I did a complete reset/rebuild of the contents of the box, that the permissions (which were showing as fine the whole time) were actually fixed for reals.  

    So yeah, SL is a lousy place to build and you have to check the permissions on everything three or four times, ESPECIALLY permissions on inventory inside of boxes (prims) which are notorious for being completely inaccurate sometimes.  

    The best advice as Qie pointed out is probably to use Advanced Permissions which will sometimes show you a completely different situation from "regular" permissions.  

    If only Advanced Permissions weren't so incredibly confusing and dense! (and if only "regular" permissions were always accurate).  Oh well, lesson learned. 

    Thanks to anyone that helped,

    Sylvia

    • Like 1
  15. 51 minutes ago, steph Arnott said:

    How about you look at the perms of what you used rather than the disgusting cussing. A simple texture incorrectly set will cause that.

    lol, "cussing"?  What is this 1954?  🙂

    You didn't read what I originally wrote and then replied with two personal insults and no suggestions at all so please, just stop replying on the thread thanks.  

  16. 10 minutes ago, Qie Niangao said:

    Do I take it then that you have modify permission on the script? I mean, you can see inside it? I'm not suggesting you post it here (unless it's really public domain or something), I'm just trying to rule out the possibility that the script is doing some funky license-enforcement folderol that let your original version work but not subsequent releases. That would be extremely weird, but if you've checked everything plausible we have to explore the implausible.

    Yes, I can see the script, I wrote it myself.  It has never changed between the version that works and the version that doesn't.  That, and the fact that the object works for me but not for someone I give it to is what makes me think it's some kind of weird permissions problem.  

  17. I tried searching for this and couldn't find it, but it's a weird one to search for so hopefully I'm not doubling up here.  

    I make an object (a collar), that's re-sizeable using a simple script that gives a dialogue when touched.  It says obvious things like "+10% " etc. and it all worked fine for a long time.  I've given (sold) the item to other avatars and they have no problem using the re-sizing script.  It works for me, it works for them.  

    Then I decided to update the box art (of all things) and so it's technically a new product in a new box.  

    So of course the Gods of SL decided to f*ck with it for no reason and now the item won't re-size for anyone I give it to.  

    I've tested it to death, I've checked that the script is identical to the original, that the permissions are identical to the original permissions, and then I reset and refreshed everything anyway (because I know the permissions that show are not always the actual permissions until you do that).  I've compared the permissions to other items I sell that have scripts like HUDs and so on and everything also seems identical.  I've had the other avatars make sure they are in areas where scripts are permitted to run.  I've had them look inside the object as far as they can and they can see that there is a script inside (they can't mod it of course) and the sim confirms that it is running.  So the items all copy over to them with the right permissions, the right scripts are inside with the right permissions, but it still doesn't work anymore.  

    Literally, the ONLY thing I changed was the box art, but the former item worked fine and now it only works for me and not for anyone that I give it to.  

    The weird thing is that the new box itself also works fine.  The giving script inside the box that I give them works and opens the box and gives them the item, but the item inside which has never changed, no longer works.  These scripts have identical permissions and neither script has changed from the originals.  

    If anyone has any ideas beyond what I've already ruled out as to what the actual F is going on here, please tell me.  

    Thanks, 

    Sylvia.

  18. On 12/7/2018 at 7:00 AM, Fionalein said:

    try

    
    if (TEST=="")

    if that does not work, 

    if (llStringLength(TEST)==0)

    will do, with TEST being your string variable name

     

    PS: OK, it is a freakin C dialect, so it might still not work, in that rare case try:

    
    integer TESTL= llStringLength(TEST);
    
    if (TESTL==0)

    should not be neccesary but it is a trick to remember in some languages ;)

     

    Thanks for all the help everyone.  I found this one the most useful.  

    I realised after I posted that something along the lines of this, and the negative version:  

    if ( TEST_string != "" ) {
    
        }

    was what is simplest and what I want.  

    The clarification (below) on the NULL_KEY was also most helpful 

    Sylvia

  19. Hello, 

    I'm trying to write some code that checks a string variable to see if it's empty.  I realise this is a bit goofy, but I'd still like to know how to do it.  

    LSL script library is of no help as usual due to it's impenetrable language, but there are two ways that seem to be implied: 

    - it seems easy to check string length and presumably an empty string would have a length of "<1" ? 

    - there are some vague implications on some of the pages of the LSL library that an empty string is equal to a "NULL_KEY"  (00000000-0000-0000-0000-000000000000) ?

    or is it as simple as:

    if string == ""? 

    I want something like: 

    if (<string name> is empty) {
         do stuff;
    	 }

    It would also maybe be good to check the negative?  Like "if string isn't empty"??

    As you can tell I've become lost on a teeny tiny detail here, lol

    Sylvia

  20. 1 hour ago, Sylvannas Zulaman said:

    What about the no-copy objects? My boss and I currently face a very annoying problem where the unpacker she uses never unpacks items that are no copy. Which means her gacha boxes have to be rezzed instead of added to worn since if you add it, it'll only give you an error.

    Well that's another interesting point, and you're right about that.  I guess I don't see this as a problem for me in that I don't intend to sell no-copy objects.  

    I want to sell mostly clothing & accessories and I can't think of any situation (other than Gacha) where a no-copy item would be appropriate in that scenario.     

    Even though it's wildly popular I have to say that for me personally ... I don't really like Gacha.  I think it's a bit of a scam in that it sells a false sense of uniqueness. The "secondary market" it supposedly creates is also a bit illusory IMO.  To me, Gacha machines are similar to "one armed bandit" gambling machines and I assume the scripts for those have been worked out by people more talented than I am.  

    This script is just about getting the shoes and dresses out of the box and giving them to the user with minimal interaction, and as automatically as possible, but yes it *does* rely on copyable objects for sure. 

    • Like 1
  21. 7 hours ago, ellestones said:

    depends on your workflow I suppose

    another workflow when we are often changing the box texture for visual appearance evaluation, is to drop the evaluation textures onto the face of the prim directly, rather than into Contents. And when the texture appearance is as wanted then drop everything into Contents and reset the script

    Interesting.  That would work too.  Very old-school to drop textures that way, lol. 

    I tend to get confused over which version of "Product_name (box)" I uploaded last. :) 

    At the end of the day I find that you pretty much need the product shot in the folder that the user gets anyway, which is probably why I ended up with this solution.  

    Not related to this at all, but in the spirit of self-criticism, I think I may change this part: 

    Quote
    
        attach(key id)
            {
                if (id) {
                    llSleep(5.0);
                    llOwnerSay("right-click to detach");
                    }
            }
    

    To:

    Quote
    
        attach(key id)
            {
                if (id) {
                    llSleep(5.0);
                    llOwnerSay("right-click to detach " & folderName);
                    }
            }
    

    Sylvia

  22. 2 hours ago, ellestones said:

    as the script is being dropped into the box Contents after all the items, including the face texture, have been loaded then box_TEXTURE() and changed() are not necessary as the face texturing is also being done in box_SETUP()

    very good point.  

    I do change the box texture about a dozen times before I'm finished though.  so it helps for that

  23. Hello, 

    I'm a very, very, sloooowwww novice scripter but after months of work (literally ... months!) I finally came up with what I think is a perfect script for product boxes.  So before I actually load up the product I'm posting it here in case anyone else needs to use it, and also to see if any of the script kiddies that hang out here can find some egregious flaw that I missed.  :)  Seriously, criticise away!  

    The basic idea is that you rez a prim, put a texture in the inventory (the box art), then chuck this script in and it formats the box and sets it up for sale.  The box would be sold in a vendor and in MP.  Obvs. you would add some product as well.  Changing the box art in inventory leads to it automatically being put on the outside of the box.  

    The intent is that it can be rezzed on the ground or attached to the HUD, and in either case, it gives you a folder of the prim inventory (minus the script itself).  Mostly, this is to avoid that annoying "(ADD)" that most folks end up putting at the end of the title so that n00bs know what to do.  Every default action that the user is likely to take would lead to them getting the folder full of inventory without any hassle or knowledge required.  

    The only thing I'd (maybe) like to do, but couldn't figure out, is that it would be nice if the box when it's rezzed  on the ground was a different size (larger) than the box when it's attached, but I couldn't' see a way to do it without some nausea inducing prim transformations after it's attached or rezzed.  It didn't seem worth it (or very elegant)

    code below (hopefully, lol)

    Sylvia

     

    //==============================
    //  Sylvia's box "Magic" (2018)
    //==============================
    
    list    boxContents;
    string  itemName;
    string  folderName;
    
    box_SETUP()
    {
            llSetLinkPrimitiveParamsFast(LINK_THIS,[
                PRIM_SIZE,<0.05, 1.0, 1.0>,
                PRIM_TEXTURE, ALL_SIDES,TEXTURE_BLANK, <1.0, 0.5, 0.5>,<0.0, 0.0, 0.0>,0.0,
                PRIM_TEXTURE, 2, llGetInventoryName(INVENTORY_TEXTURE, 0), <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, 
                PRIM_TEXTURE, 4, llGetInventoryName(INVENTORY_TEXTURE, 0), <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, 
                PRIM_FULLBRIGHT,ALL_SIDES,FALSE,
                PRIM_FULLBRIGHT,2,TRUE,
                PRIM_FULLBRIGHT,4,TRUE
                ]);    
    }
    
    box_TEXTURE()
    {
            llSetTexture(llGetInventoryName(INVENTORY_TEXTURE, 0), 2);
            llSetTexture(llGetInventoryName(INVENTORY_TEXTURE, 0), 4);
    }
    
    default
    {
        state_entry()
        {
            box_SETUP();
            folderName = llGetSubString(llGetObjectName(),0,(llStringLength(llGetObjectName())-6));
            integer count = llGetInventoryNumber(INVENTORY_ALL);
            while (count--) {
                itemName = llGetInventoryName(INVENTORY_ALL, count);
                if (itemName != llGetScriptName() ) {
                    boxContents += itemName;
                }
            }
        }
    
        changed(integer change)
        {
            if (change & CHANGED_INVENTORY){
            box_TEXTURE();
                }
        }
        
        on_rez(integer rez)
        {
            box_SETUP();
            folderName = llGetSubString(llGetObjectName(),0,(llStringLength(llGetObjectName())-6));
            llGiveInventoryList(llGetOwner(), folderName, boxContents);
        }
        
        attach(key id)
            {
                if (id) {
                    llSleep(5.0);
                    llOwnerSay("right-click to detach");
                    }
            }
        
    }

     

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