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Dora Gustafson

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Everything posted by Dora Gustafson

  1. This resent post is about the same problem. It is about random sounds and not about rezzing random objects but otherwise it is the same :smileysurprised::smileyvery-happy:
  2. It will probably be easier to change the prim dimension on the axis it is pressed :smileysurprised::smileyvery-happy:
  3. My first guess is you shall omit the llGetLocalRot() Just write: llSetLinkPrimitiveParamsFast(2, [PRIM_ROT_LOCAL, quat]); :smileysurprised::smileyvery-happy:
  4. Try this: default{ state_entry() { llListen (-4444,"","",""); } listen (integer channel, string name, key id, string message) { if (llGetOwnerKey(id) == llGetOwner()) { llSetTexture((key)message,ALL_SIDES); } }} The last variable type for the listen event handler must be "string" not "key" :smileysurprised::smileyvery-happy:
  5. Now you are back where you started, are you not? To me this last post is the same as the first post, so read the answers in the thread once more:) :smileysurprised::smileyvery-happy:
  6. In the receiving script check that both prims have same owner, skip the message if not :smileysurprised::smileyvery-happy: See llGetOwnerKey() and llGetOwner()
  7. The profile layout has a Biography(for your avatar) and a Real World Biography Tell it in the Real World Biography :smileysurprised::smileyvery-happy:
  8. Your art will be displayed as a texture on a flat box prim? If yes you just sell the prim or a copy of it and you don't need a separate sign Read all about it in the Knowledge base, selling objects :smileysurprised::smileyvery-happy:
  9. Its an old caveat for llList2Vector() and llList2Rot() When the list element is a string type, these commands don't automatically cast to the right type Use (vector)llList2String() and (rotation)llList2String() :smileysurprised::smileyvery-happy: Edited: Wiki reference here and here
  10. What you should donate is 2048+512=2560 m2 It says 2793 donated which is 233 m2 more than you want to donate and indicates you have donated land in more places open Group Land to see all of the possible groups you may have donated land On the other hand, I can't explain why 2793 and 233 are not multiples of 16 m2 (the land unit) Because of the 10% add on for group land? :smileysurprised::smileyvery-happy:
  11. Two examples: (assuming you don't own mainland in advance) You buy 1536 m2 mainland, then your tier level is 1536-512=1024 You buy 3072 m2 mainland for your group. Group tier is for level=4096 The expenses are shared between members depending on how much they deed In a group with two members, if one deed 512 m2 the other must pay tier for 3072-512-512=2048 m2 Probably what you are saying, I'm not sure :smileysurprised::smileyvery-happy:
  12. I can see how terribly annoying that is The track only runs a few meters in that region Unfortunately I don't think LL want to do anything about it, so the only thing left is to make the landowner(s) free some prims :smileysurprised::smileyvery-happy:
  13. Sounds to me like you misunderstood Fee is payed every month and the fee for 4096 m2 is 25$ each month You can put your free 512 m2 on top and have 4608 m2 for 25$ each month If a group land is owned by someone else you can deed your 512 m2 and pay no fee since your part is paid by the premium membership See: Land Use Fees :smileysurprised::smileyvery-happy:
  14. Correct if you deeded the land to same group owned land Meaning the 3072 should be group owned land and you both deed 512 to it :smileysurprised::smileyvery-happy: See: Group owned land
  15. There really is no alternative to perform a smoother motion Key Framed Motions are bound to drift sooner or later Drifting can be addressed as mentioned by Profaitchikenz Haiku in their posting here This script is basically the same as in the OP only vector compare is changed and drifting is addressed ///////////vector pos_A;vector pos_B;integer toggle = 0;//////////float speed = 10;vector pos;default{ touch_start(integer poops) { if(toggle == 0) { pos_A = llGetPos(); llSay(0, "Aset"+(string)pos_A); toggle = 1; } else if(toggle == 1) { pos_B = llGetPos(); toggle = 2; llSay(0, "Bset"+(string)pos_A+(string)pos_B); } else if(toggle == 2) { pos = llGetPos(); llSay(0, "posset"+(string)pos_A+(string)pos_B+(string)pos); if ( llVecDist( pos, pos_A) < 0.001 ) { llSetPos( pos_A); llSetKeyframedMotion([pos_B - pos, speed],[KFM_DATA,KFM_TRANSLATION]); llSay(0, "Ago"); } else if ( llVecDist( pos, pos_B) < 0.001 ) { llSetPos( pos_B); llSetKeyframedMotion([pos_A - pos, speed],[KFM_DATA,KFM_TRANSLATION]); llSay(0, "Bgo"); } else llSay(0, "Doom"); } }} Note that drift correction is before the KFM starts If we put is after we had to detect when the motion had stopped before doing it I assume the drift on a single motion can be neglected
  16. That is a matter of viewpoint and focal length Zoom in by CTRL+0 and zoom out by CTRL+8. Reset by CTRL+9 Try it and find what suit you best :smileysurprised::smileyvery-happy:
  17. Bare in mind that these results are converted from binary to decimal and rounded to max 7 decimal digits The float numbers compared in the OP are binary and contains more information (valid or not) :smileysurprised::smileyvery-happy:
  18. In my opinion your problem arise from comparing vectors the way you do You would have the same problem also if you moved by llSetPos(), llSetRegionPos(), llMoveToTarget() or any llSetPrimitiveParams() variation It is bad enough to compare two float numbers for equality Compairing vectors is the same as comparing three float numbers to three float numbers for equality One way to overcome this is to compare the vector difference to some small number if ( llVecDist( pos, pos_A) < 0.0001 ) :smileysurprised::smileyvery-happy:
  19. It seems the number is still low and I guess it will stay that way as long creators don't embrace advanced lighting. The question is: why do you create? To make pretty things for a pretty world or to make a pretty income? :smileysurprised::smileyvery-happy:
  20. If you place script and animations in the root prim you can click the object anywhere to use it PROVIDED!! No other prim in the object can be allowed an active SitTarget See llSitTarget() about how to deactivate SitTargets :smileysurprised::smileyvery-happy:
  21. You may be interested in what is coming soon: The-Latest-Improvements-to-Second-Life Among other things hover height will be improved. :smileysurprised::smileyvery-happy:
  22. Ardy Lay wrote: Take your first snapshot as you curretnly do. Then enter mouselook and hit Control ` I hope you have a ` key to the left of your 1 key in the corner of your keyboard as that is the only way I know to accomplish this. Note about the Snapshot shortcut The character on the key used will vary for most national keyboards :smileysurprised::smileyvery-happy:
  23. Exactly what I was trying to say You said it so much better, thank you :smileysurprised::smileyvery-happy:
  24. I think no disadvantages The compiler generates a code for the virtual machine and that code need no comments nor variable names It works with or without a source code It can be copied and transferred as a working script without a source code So a script is not just a script, it has a source code and a machine code which can be separated and live separate lives The source code is visible and readable in an editor, the forum, the wiki etc. but can not act with the SIM server The machine code can act with a server even after the source code is lost :smileysurprised::smileyvery-happy:
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