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Dora Gustafson

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Everything posted by Dora Gustafson

  1. It has fooled me more than once that the CHANGED_LINK event is triggered for all scripts in the object when someone sits or unsits anywhere on the object. I need to handle the event very carefully and make sure the event is by the person sitting or unsitting on a particular prim. My precautions sometimes include llAvatarOnLinkSitTarget as Rolig pointed out and sometimes include prim number in link-set Note that llAvatarOnLinkSitTarget(0) will fail, so one prim objects represent a special case :smileysurprised::smileyvery-happy:
  2. This will not work if you do it globally, e.i. outside a state Global variables cannot be defined by a computed value only by constants :smileysurprised::smileyvery-happy:
  3. You sell your lindens and buy US$ Sell Linden Dollars Problem solved :smileysurprised::smileyvery-happy:
  4. States and Events may be new to you, so I suggest you take a closer look Quaternions in rotations may be new to you as well, it certainly was for me All the rest is more or less what you know from other languages For programming I use no other tools than the built-in editor, my beloved NoteTab editor and the wiki :smileysurprised::smileyvery-happy:
  5. May I add that the body textures need a higher resolution, 512 by 512 pixels is too little If we could have bumps and gloss for the body textures too, SL would be a better world :smileysurprised::smileyvery-happy:
  6. You may download a file containing body measures: selecting Client->Character->Character Tests->Appearance To XML. This will create a file See: Avatar Appearance :smileysurprised::smileyvery-happy:
  7. When I started as premium I got confused by this: "There is no tier for the first 512 square meters of mainland" Actually we pay no tier when we hold no more than 512 square meters, not because it is the first When you have a Linden Home you also hold 512 square meters of mainland and if you purchase 512 more your land holding is 1024 and you have to pay tier On the other hand you may abandon land (Linden Home or not) and buy new as often as you like Abandon 512 square meters and buy 512 will not increase you holding over the 512 square meters tier limit I feel sorry that you find me stupid or sarcastic It was never my intention :smileysurprised::smileyvery-happy: (Never expect a richly response to a poor question)
  8. Pretty code you wrote:) It certainly looks a lot, but you also gain a lot The code is universal and will work in any case (within LSL limits) It might be simplified for special cases, say zero rotations When the relative rotation and position are constants they can be calculated in another script and written as constants Code may be merged into fewer lines but I don't think that will make it any easier :smileysurprised::smileyvery-happy:
  9. No! You can not abandon the home but you can abandon the parcel and the home goes with it See Linden Homes in the knowledge base :smileysurprised::smileyvery-happy:
  10. You left out the calculation for prim 3 rotation PRIM2ROT=llList2Rot(llGetLinkPrimitiveParams(2,[PRIM_ROT_LOCAL]),0);vector PRIM2POS=llList2Vector(llGetLinkPrimitiveParams(2,[PRIM_POS_LOCAL]),0);rotation PRIM3ROT=llList2Rot(llGetLinkPrimitiveParams(3,[PRIM_ROT_LOCAL]),0);vector PRIM3POS=llList2Vector(llGetLinkPrimitiveParams(3,[PRIM_POS_LOCAL]),0);rotation relativeRot = PRIM3ROT / PRIM2ROT;vector relativePos = (PRIM3POS - PRIM2POS) / PRIM2ROT;PRIM3ROT = relativeRot * PRIM2ROT;PRIM3POS = PRIM2POS + relativePos * PRIM2ROT;llSetLinkPrimitiveParamsFast(3,[PRIM_POS_LOCAL,PRIM3POS, PRIM_ROT_LOCAL,PRIM3ROT]); The first 6 lines should be computed one time and the first 2 and the last 3 should be computed each time Prim 2 change position or rotation This will give Prim 3 the same relation to Prim 2 no matter how prim 2 is rotated and moved I hope this is helpful :smileysurprised::smileyvery-happy:
  11. I hope you understand that abandoning the Linden home will not let you keep the parcel You need to buy 512 sqm somewhere else on the mainland Owning a parcel gives you many rights and possibilities :smileysurprised::smileyvery-happy:
  12. All you need is in here The formulas are general and can be used on global and or local rotations Looks like you will need to find and apply some local relation between child prims :smileysurprised::smileyvery-happy:
  13. Yes! It is worth 117 prims If you get a 512 sqm double prims parcel, it is worth 234 prims :smileysurprised::smileyvery-happy:
  14. Your method: llRegionSay(-12345,animation_name);llRegionSay(-12345,(string)llGetPos());llRegionSay(-12345,(string)llGetRot()); is bound to clutter the order of data. Even though they are said in order there are no guaranties they are received in order :smileysurprised::smileyvery-happy:
  15. Try this: llRegionSay( -12345, animation_name+", "+(string)llGetPos()+", "+(string)llGetRot()); and this List MyList;listen(integer channel, string name, key id, string message){ list L = llCSV2List( message); MyList = MyList + [llList2String( L, 0), (vector)llList2String( L, 1), (rotation)llList2String( L, 2)];} If you don't care about the element types you may prefer: List MyList;listen(integer channel, string name, key id, string message){ MyList = MyList + llCSV2List( message);} In this last example all list elements are of type string :smileysurprised::smileyvery-happy:
  16. Your questions are about the very basics in SL building so it all would come natural if you learned that first The knowledge base has many if not all the information you need to build with prims and manipulate builds You may find: How to move a build, interesting There are many places in world with building tutorials, say the sandbox on Help Island Public :smileysurprised::smileyvery-happy:
  17. Read this thread about this subject :smileysurprised::smileyvery-happy:
  18. Sure. a prim can have as many textures as it has faces, a cube prim has 6 faces so it can have 6 textures It is simple to texture a face too, you just drag the texture from your inventory onto the face :smileysurprised::smileyvery-happy: The full story about prim faces
  19. Aztral Aeon wrote: In your final stage of optimization, remove all comments. Also replace triple spaces with a tab. Basically every extra char in your script uses a bit of memory. The script is compiled before running so none of this count against available script memory :smileysurprised::smileyvery-happy:
  20. ArielShadowFox wrote: it actually doesn't the whole product has full perms... but I don't have full perms to my own product that I made.. I only have copy perms This doesn't make sense to me, how can it be full perm when you have Copy Only? How do you come to the conclusion it is full perm? Do you look at the permissions when the object is in your inventory or when it is rezzed inworld? The permissions you can set are next owners permissions and can never be more than you have Furthermore next owners permissions will will be restricted to the permissions any contained item has, if they are fewer, the first time the product is taken in and out of inventory :smileysurprised::smileyvery-happy:
  21. How did you make it? You must have been building on work by someone else, someones prim, sculpty or mesh Or maybe you use a No-trans texture :smileysurprised::smileyvery-happy:
  22. My guess is that your product contains something like a script or animation that is not Trans and/or Copy It is not true that you can't sell copy and trans products Full perm items can be sold on the marketplace You can find many textures and meshes on the marketplace with full permissions :smileysurprised::smileyvery-happy:
  23. Right! and the grey fading triangle indicates your current field of view and current Draw distance :smileysurprised::smileyvery-happy:
  24. Miranda Umino wrote: llFrand(-1000000000.0) is totally valid You are absolutely right:) Thank you for enlightening me :smileysurprised::smileyvery-happy:
  25. You can have multiple attachments on each attachment point :smileysurprised::smileyvery-happy:
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