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Lilah Munster

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Everything posted by Lilah Munster

  1. Thank you. I will try llLinkParticleSystem, because I really do prefer to keep my scripts down (and I am already using llSetLinkPrimitiveParamsFast for the texture changing), and I will also try changing my loops, to see if that's where the script is stuttering at.
  2. There are multiple candles in a linkset, but there's a script in each one. I know it looks like it's a single script in the root prim with the for loops because the texture change part needs the object names to do what it does, and I really prefer to use a single script in the root whenever I can, so I tend to write things that way. Can you point me at something that explains how to make my for loops no longer count down to zero?
  3. Let me preface this by admitting I am not a stellar scripter, and particle scripts are about my least favorite thing, but for this purpose, I need them. The object in question is an attachment, and the script is essentially a candle that is controlled via HUD. The fire and smoke particles work fine, the problem is that the object also emits smoke when an avatar teleports or logs in, and also when the object content changes. I have tried inserting an llParticleSystem([ ]); into state_entry, and also adding an on_rez (which the script doesn't really need otherwise) with an empty particle system to stop it, but that's not working. Here's the relevant code: //string defining bits stripped out default { state_entry() { llParticleSystem([ ]); llListen(-8675309,"","",""); } listen( integer channel, string name, key id, string message ) //Texture change stuff stripped out else if (message == "On") { integer i = llGetNumberOfPrims(); for( ; i >= 0; --i ) { if( llGetLinkName(i) == candle ) { llParticleSystem([ //Long fire particle parameters stripped out ]); } else if (message == "Off") { integer i = llGetNumberOfPrims(); for( ; i >= 0; --i ) { if( llGetLinkName(i) == candle ) { llParticleSystem([ //Long smoke particle parameters stripped out ]); } } } } } I've also tried it like this: //string defining bits stripped out default { state_entry() { llListen(-8675309,"","",""); } listen( integer channel, string name, key id, string message ) //Texture change stuff stripped out else if (message == "On") { integer i = llGetNumberOfPrims(); for( ; i >= 0; --i ) { if( llGetLinkName(i) == candle ) { llParticleSystem([ //Long fire particle parameters stripped out ]); } } } else if (message == "Off") { integer i = llGetNumberOfPrims(); for( ; i >= 0; --i ) { if( llGetLinkName(i) == candle ) { llParticleSystem([ //Long smoke particle parameters stripped out ]); } } } } on_rez(integer start_param) { llParticleSystem([ ]); } }I may have dropped a bracket snipping the code for brevity. Everything works, except for that unwanted extra smoke.
  4. Check all the groups you're a member of to see if the role you're in has the Pay Group Liabilities/Receive Group Dividends box checked. That box is checked by default for the Everyone role when a new group is created, and if the group owner doesn't know that or forgets to uncheck it, and the group later acquires land, the group members can suddenly find themselves getting dinged.
  5. I'm seeing the same delays as Lasher. Five to SEVEN hours before I get any emails. I assume they're showing up in more or less of a timely fashion on my transaction history - although they're not in the same order on my main, dashboard transaction history as they are on my merchant home transaction history, so I really have no way of knowing. And I saw one "new sale" appear several orders down in the merchant home transaction history when I refreshed the page this afternoon, trying to find a record of the sale a customer was IMming me about. Has there been any official acknowledgement of this problem yet?
  6. I am looking at FOUR pages of delivery failures right now, all from today, March 8th, 2013, the majority of them coming after the "Closed" timestamp in this status post - http://status.secondlifegrid.net/2013/03/08/post1899// Approximately 1 out of 10 of my MP sales today appear to have delivered successfully, this inculdes both direct delivery items and items that I have yet to migrate from magic boxes, in equal proportions. Something is still very broken.
  7. Thank you very much, it's working now. I will try the list.
  8. I am tring to activate a script that reads a notecard from a dialog menu in another script, using llMessageLinked. The problem is, I am not real familiar with dataserver events, and am trying to adapt an existing script that reads the notecard on touch. I strongly suspect I am putting the dataserver event in the wrong place. The menu script appears to be sending the message correctly, at least, according to this little debugging script I got from the wiki: default { // Quick and dirty debugging link_messages link_message(integer sender_num, integer num, string msg, key id) { llSay(DEBUG_CHANNEL, llList2CSV([sender_num, num, msg, id])); } } That returns :"Object Name: 1, 0, Start," on the debug channel. My attempt to modify the notecard reading script looks like this: integer numread; string line; key request2; integer reading; string msg; default { link_message(integer sender_num, integer num, string msg, key id) { } dataserver(key queryid, string data) { while (msg == "Start") if(queryid == request2) { if(data != EOF) { llSetObjectName("~"); llOwnerSay(data); request2 = llGetNotecardLine(llGetInventoryName(INVENTORY_NOTECARD,0),++numread); } else { llSetObjectName("Object Name Goes Here"); llResetScript(); } } } }That compiles, but fails silently. The original notecard reading script works fine, on a touch event. However, as this is a more complex item than the one I used the original script in, with multiple menu options, I really don't want it reading off the notecard every time it's clicked. Any advice or pointers would be greatly appreciated.
  9. Most ISPs use what is called "dynamic" IP addresses, that is, they change from login to login, drawn from a set pool of addresses assigned to them. If you use a large ISP - and who doesn't, these days - chances are good that another one of their customers did something unspeakable in a sandbox, probably involving megaprims, at some point in the history of SL. And you were unlucky enough to draw the same IP that miscreant was using at the time. It's fairly easy to get a new IP address from that dynamic pool. Unplug your modem or router, count to 30, and plug it back in. Rebooting your computer can work, too.
  10. DON'T edit the nails! That may very well break them further. When someone uploads an animation, there's an option to choose hand position. The "relaxed" position is what prim nails are fitted to. Many objects with scripted animations, like weapons, coffee cups, drinking glasses, etc, use a different position, and when you detatch these objects, sometimes your hands will remain stuck in the "clenched" or "flat" position. Sometimes this happens spontaneously after a teleport, even without a scripted attachment. The good news is, other people probably see your hands normally, and a relog will usually fix the position. I make prim nails, so I see this bug often. I have a gesture that will force your hands into the relaxed position, that sometimes works without a relog. IM me in-world if you'd like a copy.
  11. As Dresden said, SL isn't really a game, although there are games that can be played withn SL. (Hunts, roleplaying, combat sims, all sorts of stuff.) The "missions" you're referring to might be the Linden Realms stuff. I believe you can win a small amount of linden dollars there. There are tons of resources for new avatars that are free, or almost free. Take a look at these sites: http://quintessence-sl.blogspot.com/p/quintessential-freebies-guide-to-second.html http://fabfree.wordpress.com/ Also, do a search in-world for "Free Dove" and "Fab Free HQ". There's a ton of freebies and dollarbies on the Marketplace, of varying quality. In-world, a lot of designers offer free gifts for group members, Lucky Chairs (where you win the item if the first letter of your name matches the letetr on the chair), and Midnight Mania boards (where, if enough avatars click the board in a given time period, everyone who clicked wins the prize). Hunts are a great way to explore the grid and outfit a new avatar at the same time. The Fab Free site has a list of ongoing hunts: http://fabfree.wordpress.com/sl-hunts-advents/ And so does this site: http://huntsl.wordpress.com/
  12. There's currently a grid-wide For Men Only hunt going on. That would be a start.
  13. Hi Tanjee, and welcome to SL. Sorry you met one of our less savory residents so soon. Griefers aren't a HUGE problem in most areas of SL (except the sandboxes, as mentioned, and combat sims), but they do happen. You did the right thing, but here's a couple of tricks in case it happens again: If someone is pushing you, or bombarding you with objects that are knocking your avatar around, sit on something. If there's nothing around and you're in an area that allows building, rez a box and sit on that. (There are third-party viewers that allow you to make your avatar "phantom", which has the same effect. Objects will pass through you, but you cannot walk. There are also invisible "vehicles" that you sit on that will allow you to move normally while phantom - either option may be something you want to look at down the line.) If you get "caged" or trapped in an object (like that coffin), sometimes you can escape with the same sitting on something outside the cage trick. If not (some cages are scripted to follow an avatar), you can always escape by teleporting out of the sim. A lot of griefer attacks involve particles. Too many can slow your viewer way down and even crash you. If you see a lot flying around, you can turn them off. In viewer 2 or 3 based viewers, that's found in Me > Preferences > Graphics. In viewer 1.x based viewers, that's in Edit > Preferences > Graphics
  14. Thank you for your advice, however there is no "reacquainting" myself with C, because I have never used C. Or Java, for that matter. Your example fails silently, as well. I know how to do this using llSetLinkPrimitiveParams, but I was hoping to do something more streamlined.
  15. I fixed that, thank you, but it still isn't working.
  16. Hello :-) I am trying to get a script working to either hide or show parts of a linkset by chat command. I am trying to use a loop to make things easier on myself, but obviously, I don't completely understand what I am doing yet. (But hey, at least I didn't launch the item to 4,096m this time!) The script is below - it saves and compiles, then fails silently. key show_rings; key hide_rings; key show_nails; key hide_nails; integer i; default { state_entry() { llListen(42,"",llGetOwner(),""); } on_rez(integer param) { llResetScript(); } listen(integer c, string n, key k, string m) { if (m="show_rings"); do llSetAlpha (1.0, ALL_SIDES); while (llGetLinkName(i) =="ring"); if (m="hide_rings"); do llSetAlpha (0.0, ALL_SIDES); while (llGetLinkName(i) =="ring"); if (m="show_nails"); do llSetAlpha (1.0, ALL_SIDES); while (llGetLinkName(i) =="nail"); if (m="hide_nails"); do llSetAlpha (1.0, ALL_SIDES); while (llGetLinkName(i) =="nail"); } } I am missing something, but I can't see what. Thanks in advance for any guidance in the right direction :-)
  17. Thanks to everyone who offered help and suggestions. The problem turned out to be a region issue - the prims were showing different link numbers after a restart this morning, and the script is now working.
  18. Argh. I thought I had formatted the code. Sorry about the giant chunk of text there I got the link numbers by checking "Edit linked parts" and selecting the prims one by one after it was linked up, and then after I found the script wasn't working, I went through it and looked to make sure I hadn't typo'ed anything.
  19. Hi. Clueless scripting neophyte here. I have a script that works beautifully in a 32 prim necklace, but not in a 176 prim belt. In the belt, it's applying the texture and color changes to the wrong link numbers in the set. I can post the entire script if needed, for now here's a segment from the texture change section: if (m=="black") llSetLinkPrimitiveParamsFast(1, [PRIM_TEXTURE, ALL_SIDES, black, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0]) ; if (m=="black") llSetLinkPrimitiveParamsFast(3, [PRIM_TEXTURE, ALL_SIDES, black, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0]) ; if (m=="black") llSetLinkPrimitiveParamsFast(4, [PRIM_TEXTURE, ALL_SIDES, black, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0]) ; if (m=="black") llSetLinkPrimitiveParamsFast(5, [PRIM_TEXTURE, ALL_SIDES, black, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0]) ; if (m=="black") llSetLinkPrimitiveParamsFast(6, [PRIM_TEXTURE, ALL_SIDES, black, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0]) ; Instead of changing link numbers 1, 3, 4, 5, & 6, it's consistently affecting 1, 42, 43, 44, & 45. ("m" is defined by a UUID at the beginning of the script.) Here's a snippet from the color change section: if (m=="silver") llSetLinkPrimitiveParamsFast(116, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(117, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(156, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(162, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(163, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(164, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(165, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(167, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; if (m=="silver") llSetLinkPrimitiveParamsFast(36, [PRIM_COLOR, ALL_SIDES, <1.00000, 1.00000, 1.00000> , 1.0]) ; Here, instead of 116, 117, 156, 162, 163, 164, 165, 167, & 36, it's affecting 70, 100, 101, 139, 166, & 170, and applying the wrong change to 116, 117, & 164. The script is in the root prims of both the working necklace and the wonky belt. I have checked, double checked, and triple checked my link numbers. I tried using SetLinkPrimitiveParams instead, thinking there was a problem with the lack of delay and so many child prims, and I have tried the belt in 2 different regions, one of which I was completely alone in - and 2,000 meters in the sky on a plywood platform. Same results. I am baffled. Any insight would be greatly appreciated while I still have hair remaining. :-)
  20. The problem is, "Gor" as a keyword has become a shortcut for "more or less medieval or rustic without being confined to a specific period and/or culture". And, we've got a rather short character limit on keywords. It makes sense from a merchant's standpoint to use "Gor" as a search keyword in any item that would fit well into a Gorean themed outfit or sim, because we'd be losing sales otherwise - maybe the person browsing knows they want some furniture or decor for their new parcel, but they don't know that they want a barrel stove specifically until they see it.
  21. Makeup is part of the skin, with the exception of prim eyelashes, eyebrow shape, and nail/toe polish on the glove/socks layer. So, yes, to get different colors of eyeshadow or lipstick, you have to change your skin. (Unless the skin is modify, then you can change the tint... somewhat. However, that's never going to look as good as skins with makeup already applied.) Your skin doesn't change your shape, they are two different things. However, your shape will affect the appearance of your skin, and you may want to tweak it to get the best effect with each skin you wear. I don't suggest spending much money on shapes, they are very easy to modify using the sliders in Appearance mode. Get a freebie shape that is in the ballpark of what you want, make sure it's copy/mod, then start tweaking until you get what you want. (Or just build one from scratch.)
  22. Assuming the alpha for your t-shirt goes all the way to the bottom, it's not your shirt that's the problem, it's the pants. What you can do is make an extension for your shirts using the underwear layer. Using the lower body template, make a band that goes at least halfway down your AV's hips, using the same texture you did for your t-shirt base. (Matching up the wrinkles can be tricky, I recommend Robin Wood's templates with the enhanced UV maps for this.) Then, put your t-shirt on the jacket layer, and voila, nicely tucked-in shirt effect.
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