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Ciaran Laval

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Everything posted by Ciaran Laval

  1. Thanks very much Void, you pointed me in the right direction without battering me about the face and made me work through it so I understood what was going on, that's much appreciated.
  2. Found the problem: if (llListFindList(MENU_MAIN, [message]) != -1) // verify dialog choice Moral of the story is to not set your dialog choices to the menu when you want input other than the dialog choices! Hours this has taken me! All good though, I won't make that mistake again and it's a good learning exercise. On the other hand it exemplifies how well dialog limiting works, it worked an absolute treat. 
  3. Alisha Matova wrote: Issues ranging from, objects rezzed inworld that no one can delete, return, etc. (These lost objects even survive sim restarts and bypass parcel return.) ... https://jira.secondlife.com/browse/SVC-6905 It's ghost prims on steroids, presumably on some revenge mission and now openly taunting us by being visible and harder to remove!
  4. if (message==name + "") Does this compile? it's looking for a string, you need the text in quotation marks as far as I'm aware, so: if (message=="name" + "") Unless name is a string variable of course, but I can't see that in the part of the script you posted. Although I'm not sure what the purpose of +"" is. Also not sure what this would do: llSetObjectName("");
  5. How are you trying to handle the messages, what are your if statements? Take a look at dialog menus: http://lslwiki.net/lslwiki/wakka.php?wakka=llDialog I know you're not using those but the concept on how messages are handled is useful to see.
  6. If you're talking about selling Linden dollars, then it can be done pretty much instantly by either selling at market rate or looking at the current sales rates and picking a figure 1 point above the highest (if there are a lot of Linden dollars at that rate). If you're talking about cashing out to Paypal, that takes a few days.
  7. Ok stuck again, llTextBox now appears, which is fine but I can't do anything with it: else if (message == "Set Price") { llTextBox(id,message,CHANNEL); // do something for goodness sake; } No matter what I try and do, even if I make an if statement to do something with the message I type into llTextBox, nothing happens. The only way I've been able to get it to work is to go to a new state and touch the prim again, which wasn't what I was hoping for. I feel like I''m missing a trick here.
  8. All you should need to do is tick group tags under preferences/general. Also ensure that name tags are on and that My Name is ticked. Bear in mind that your group role will be displayed.
  9. Hugsy Penguin wrote: Ciaran Laval wrote: You can certainly create two landmarks on one parcel if you have teleport routing set to anywhere. ??? If you're on your own land, you can create landmarks anywhere regardless of the teleport routing settings. If you're on someone else's land, you can create landmarks anywhere but only if the owner checked the Create Landmarks checkbox in About Land | Options. Why would more than one landing point be needed for a parcel? If someone teleports to a parcel with two landing points, where would they go? The closest one? What would happen if one landing point was set to (50, 50, 50), another set to (100, 100, 50), and someone teleported to (75, 75, 50)? I have a parcel where we hold events at 3,000 metres, but the landing point is on the ground, when we send out group notices for an event we send a landmark for location the event is taking place at, if we didn't have teleport routing set to anywhere, people would land at the ground level landing point, rather than the event stage.
  10. All you should need to do is tick group titles under preferences/general, only the name of the group role will show, You also need to have name tags ticked as on and make sure My Name is ticked too.
  11. Thanks Innula, in this case I won't need that but it has potential for something else I was looking into.
  12. Thanks, yes it's getting my head around click being the actual action and touch being a choice of those click actions, rather than thinking that a click is a touch. Right click and then selecting touch is the way I'm using the script for touch actions this time.
  13. You can certainly create two landmarks on one parcel if you have teleport routing set to anywhere.
  14. Thanks again Darkie, that was driving me nuts earlier and then it all twigged, it would be nice if they could be registered or a right click could be registered.
  15. Ok, i'm pretty sure I've got my head around this but just want to confirm that if I set a prim to have a default click to of pay that I can't register a touch.
  16. Darkie Minotaur wrote: That was an obvious one: llDetectedKey does not work in the listen event - use id Thank you very much :matte-motes-grin: I didn't realise llDetectedKey doesn't work in a listen event, I must never have tried to use it before in one, then again this is the first time I've tried to use llTextBox too. Ah with you now, id isn't llDetectedKey.
  17. listen(integer CHANNEL, string name, key id, string message) { if (llListFindList(MENU_MAIN, [message]) != -1) // verify dialog choice { if (message == "Reset") { llResetScript(); } else if (message == "Update Price") { setVendorSettings(); llOwnerSay("Price has been updated to " + (string)vPrice); llOwnerSay("Description 2 = " + description2); } else if (message == "Set Price") { llTextBox(llDetectedKey(0),"Write something here...",CHANNEL); llOwnerSay("The Price is Right"); } } } 
  18. Monti Messmer wrote: Isn´t this the same like calling a submenu ? You need to stop the listener start it new before call the textbox ? Something like this gave me a headache long ago but i can´t remember the exact problem/solution. I'll give that a whirl.
  19. Darkie Minotaur wrote: It should work - does your viewer support the text box? Yeah I can get a text box to appear from a basic script
  20. I've been piddling about with a script for hours and started to go cross eyed, anyway I had the bright idea to call llTextBox from the listen section via a menu button, but nothing happens. I know the menu button works because I added a llOwnerSay message to check it, but the llTextBox command isn't being invoked at all. So, can llTextBox be called this way?
  21. Why do you want two landing points? If you're just going to hand out landmarks, set teleport routing to anywhere rather than having it fixed. If you want it for showing in search, then you'll need two parcels.
  22. Peewee Musytari wrote: You can also use the grid tool in edit and "snap to grid". A friend told me to do this ages ago and I still haven't tried it, will have to give it a whirl!
  23. Saturday 14th May, 2011 The Citizens of Dee proudly present: Full Moon Concert and Dance Party This fabulous event starts at 1:00pm SLT with singer Strum Diesel bringing his guitar and voice to our stage, and continues at 2:00 with the lovely DJ Cataplexia Numbers playing her popular mix of music, for us to dance till we drop! Come and join us, and bring your friends to dance, to chat, and to laugh! All are invited. To maintain and enhance our medieval/fantasy atmosphere, we would prefer you to come in suitable costume, but this is not compulsory. This will get you to the Isle… http://maps.secondlife.com/secondlife/DEE/58/154/22 …and this takes you to the Moon Dance Dell itself http://maps.secondlife.com/secondlife/DEE/85/200/2998 See You There!
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