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Rufus Darkfold

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Everything posted by Rufus Darkfold

  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.
  15. If you don't want to code up the keyframe animation yourself, you can use "Keyframer" in the PrimControl HUD. This allows you to build the animation in-world, and then send the necessary LSL code to chat, from whence you can copy it into your script. It's free and open-source. Join the group "Navigator Users" in-world and get it from the group notices. Documentation is on the SL wiki: PrimControl Documentation
  16. I installed a warning prim in front of my neighbor's otherwise invisible edge-of-sim banlines.
  17. LL responds much more quickly when there are multiple ARs from different users against the same offender. The Arbor Project specializes in this. You may want to join that group and ask for help.
  18. You can build prim animations with Keyframer in the PrimControl HUD. It's free and open-source. The HUD can output LSL code for the animations to your chat window.
  19. There was a change some time last month to round the time down to the next lower 1/45 of a second, so you don't have to. (One gotcha is that if you use .1 second, the documented minimumm, or anything less than 5/45 second, it fails) KFM_CMD_PLAY after KFM_CMD_STOP should restart the animation sequence from the beginning. I have not seen random behavior as you describe, but I have always invoked those functions from a UI, so there was a delay between the stop and the play. Maybe you need a delay between the two. KFM_CMD_PLAY after KFM_CMD_PAUSE should continue from where it was paused.
  20. Lucinda Bulloch wrote: It can be done, but you need a hud that mimics a menu, it is just a hud that can change shape and looks like a menu, you just send a string to it like you do a dialog, it rearranges the child prims to be buttons, you then have live contact with it and can even change the button text while displayed and the text, also you can close it, every person playing the game would need one, plus it can be regionsay so cover the whole region. dialogger is a free, open-source HUD that does this. buttons and sliders can be created with link or chat messages. It is the foundat
  21. You can also move avatars around off-sim (and even underground) if they're sitting on something.
  22. Iit would appear that the minimum time step for llSetKeyframedMotion is 1/9 of a second now, not 1/10 second as originally implemented. This changed about a week ago. They seem to have fixed the prim drift at the same time. A number of my animations stopped working and I had to edit them. use .111112 if you are entering it as a constant, values from .100000 to .111111 won't work anymore, it gets rounded down now to the next lower 1/45 of a second. This has fixed the prim drift I was experiencing previously.
  23. Does the error still occur? my.secondlife.com (where the profiles live) was having an outage around the time you posted.
  24. Phoenix, and possibly some other viewers, won't display mesh clothing if hardware skinning is disabled.
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