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Rufus Darkfold

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About Rufus Darkfold

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  1. If the prim is of type box or cylinder you can make it flexible. That moves the rotation to the edge, and allows it to be moved smoothly by the X, Y, and Z flexi parameters. Keep softness at 0 if you want the object to move without bending.
  2. The first script in "xytext" is for configuring the prim so it has 5 faces the same way. You don't have to do that yourself. It does it and then removes itself, so just drop that script on the prim.
  3. Beta 7 is out now. Primcontrol can now generate LSL code for flexiprims, texture animation, color and light parameters, particles, keyframed motion, and target omega. Keyframer now supports looping animations, and allows the range of the "move" control and the resolution of the "rotate" control to be set, New texture animation screen. Dialogger now supports dropdown menus. Can be obtained here: http://maps.secondlife.com/secondlife/Comet/26/121/123 Join "Navigator Users" to get updates.
  4. You might be interested in the primset script, which utilizes list_cast to process argument lists over a chat channel for llGet/SetLinkPrimitiveParams, llLinkParticleSystem, llSetLinkTextureAnim, and llSetKeyframedMotion. The format of the messages is described on the wiki page. The primcontrol hud provides a gui to send messages to primset. primset and primcontrol are open source.
  5. The list_cast funciton in the library converts a list of strings into whatever datatypes they can be converted to. This is generally good enough for llGet/SetPrimitiveParams (unless you are setting the object name/description/hovertext and are trying to put a number in there).
  6. and to get a list againmyList = llParseString2List(data, ["|"], []) That will produce a list of strings. If you want the original types back you will need to do some conversions. list_cast makes intelligent guesses and gets it right nearly all of the time, but will turn strings of digits into numbers, and skips entirely anything enclosed in angle-brackets except a vector or rotation (there is a fix for the latter).
  7. One practical building tip I think is invaluable for people making huds is make sure that the main face of the hud -- that is, the one the user sees when wearing the hud -- is side 4 of a standard box prim (that is, the face the red arrow goes into when first the prim is rezzed). Or, if it's a multi-prim hud, the object is so arranged that side 4 of the root prim is is the side facing the user's screen (i.e. the red arrow is going into the face the user sees when the arrows are in local mode. This is because, that way, the hud will be correctly aligned when the hud is at its default rotatio
  8. The actual avatars could be flying around far above or below the action (vary the altitude enough to avoid them colliding with each other), with the camera position at or near where the vehicle is. They can be below ground level. llSitTarget only has a range of 300 meters, but llSetLinkPrimitiveParams can move a seated avatar over 1000 meters away.
  9. if you want something more like an elevator (with realistic motion rather than instantaneous), look at llSetKeyframedMotion.
  10. Otherwise an estate owner can come in and bake a quick (albeit unoptimised) navmesh, by setting everything as walkable. Or if your an estate owner yourself try to change the pathfinding linksets and slowly build up an optimised navmesh based only on where characters are absolutely necessary to go to. So no pathfinding for us mainlanders, huh? :catsad:
  11. Show your editor in the Mac Finder, right-click it, and select "Show Pacage Contents" in the menu. A package is really a folder, and this shows the contents. Cick on "Contents" and then "Mac OS". Usually, the name of the application will appear in that directory, and that is what is actually run to start the app. You would enter the full path to that, e.g: /Applications/Emacs.app/Contents/MacOS/Emacs
  12. The PrimControl hud rezzes a "standard" object containing a script, primset, and then sends it messages to configure itself. Most prim properties can be set, including type and all its arguments, color and texture, particles, light, and keyframed motion. The entire project is open-source. http://community.secondlife.com/t5/LSL-Scripting/Free-primcontrol-HUD-Easy-Keyframe-Animation-Easy-Prim-Torture/td-p/1092569
  13. If you need to change the parent prim description or rename it, you need to drop the attachment and pick it up again before detaching it.
  14. I have observed that running a number of these pingponging animations with copies of the same script in different objects, that some objects seem to stall while others keep going. More complex objects seem to stall.
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