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Gregory McLeod

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Everything posted by Gregory McLeod

  1. A good point Rolig, but I am still looking for some practical help.
  2. Thank you for the reply. I do not understand how to get the ball to stay at my feet when I walk or run and turn left or right. How do i do that?
  3. If I could find a way to have a ball always attached to my feet I could run with it and then kick it. How do I get the ball to always be in front of me? How do I kick it and have it move independently according to som eimpulse given to it/
  4. Thanks once more for the info. I do not want to arbitrarily throttle the players by using the llMinEventDelay as the game is fast and furious but I must do something to ensure a level playing field (pun not intended). I still don't understand how they are doing it (cheating) even after being told how to reproduce it. I didn't want to have to install all the different viewers to see what effect I can have but I suppose needs must. Ta!
  5. Thanks for the responses. I am already checking that the player has not only the HUD but the latest version. It gets detached if they try to wear the wrong one. The checks that you suggest is on the lines that I am being forced to adopt. Am I right in thinking that the speed of successive messages from a viewer to the script control event queue are determined by both the speed of the processor being used and the lag that might be incurred in the transmission path in use? There isn't a limiting value within the viewer? Thanks again for responding.
  6. Sorry for the delay in the reply b ut the problem is escalating. I accept that there is no way to detect which viewer the user is using but is there a way to detect that they are using a standard SL viewer? Perhaps additional info might help. I am detecting that some users of the game I am working on are using the movement keys in a way which cheats the game and other players. I have been unable to reproduce this using the standard SL viewer but know that the"cheats" are using other viewers. The problem seems to arise when key presses are made in quick succession in a particular sequence.
  7. Is it possible to record (as in video record) a sequence of movements?
  8. Yes of course for the compilations after the first failure your answer is exactly correct. I was just puzzled by the first failure after editing the script. I possibly unchecked the Mono box, but I do not remember doing it. All is well now work is progressing.
  9. Please ignore this plea for help. For some reason the compilation had been done as LSL and not Mono which works. Why it reverted to LSL I don't know.
  10. I have a script which I have recently added a few lines to and now it tells me that it ran out of memory when assembling the byte-code. What can I look for in the code which would cause such a problem? I do not want to split the code into more than one script if I can avoid it. Would resequencing the many global variables at the beginning of the code so that variables of like type are together do it?
  11. Is a string generated by llMD5String(string src,integer nonce) reversible. That is can a script unhash the hashed data without resorting to password cracking?
  12. Thanks both for the replies. FYI I am using llGetBoundingBox which does react better to height changes by the user in Editing My Shape. It cannot detect whether the height change is a tweak or a genuine height change. I will have to find another way (try slipping something under the feet of an avatar and see if the mass point changes) wink wink.
  13. Is there a way in LSL script to detect when an AvatarZOffset has been set to other than 0?
  14. Thanks for the answer. I would not like to reveal what I am checking for but I will have to look for another way to achieve what I want.
  15. Is there a way to detect which viewer an Avatar is using? I have detected a difference in the way they react with one of my scripts and wish to accomodate them gracefully. I therefore need to be able to detect the viewer in use within a script and respond appropriately.
  16. Is it possible to simulate the aerodynamic effect on a ball of spin in SL? For example we have all seen the bending done by D.Beckham and many others, I want to see if it possible to simulate the spin on a Baseball or a Cricket ball or a Tennis ball in SL. Spn could be applied to the ball object by interaction with the player or bat.
  17. Thanks for your input Qie. The HUD does use the double-tap and hold function but it is with the Foward key and not the left mouse button as described in the Ui advanced features article. Necertheless thanks for the thought.
  18. I am not sure what you mean. I have setup a box prim with a script which requests control of movement keys. When running the control event fires and presents three parameters id, level, and edge. If I say the the time every time it fires and then press and hold one of the movement keys it puts timestamps which are 20 - 25 mSecs apart. I have tried this from another PC and there is a difference the timestamps are 45 - 50 mSecs apart. This suggests to me that the timing is driven by the rate at which the viewer can generate a message to SL and the SIM respond by creating the control event. It is not the rate at which you can press and release the keys it is the rate at which your machine and the SIM can generate the event. Now in my case the HUD that I am working on could generate all these control events and although 20 mSecs is a very short time in RL it is a lot of time to process things in a script. However I want to plan for the situation where for reasons of load on the SIM the timeslice given to the HUD and the HUDs of all the other players is insufficient to process the script. What happens? Other sources suggest there is a queueing of events up to 64 deep but what then are they just dropped? What about 24 HUDs all in one SIM doing the same thing generating control events for themselves by holding down movement keys? I hope I have explained more fully.
  19. Thanks for your input Ela. The problem I aam having is understanding the timescale of the events. Remember the user is pressing keys and the viewer is sending them to SL. While I understand about the limit of events (64 I think you said) I am not clear on what controls the events in this case. If an SL viewer is running on a slower machine are the control inputs still generated or are they limited to the frame rate? I have tested a simple control box which responds to the pressing and holding of a movement key every 20-25 mSecs. Now I am not sure whether this is because of the speed of my machine or the frame rate, it seems suspiciously like the frame rate. Now 20mSecs is a long time in a computer but if there are other actions going on in the sim what time slice does the script get to process the control event interrupt?
  20. The existing script does just that: stops the running script then starts the sprinting script. I plan to change that. The two animations currently have the same priority. Starting the second does not change the animation that is seen. I plan to change the controlling or operating keys: The current has the double tap and hold of the Forward key for sprinting. My plan is to utilise the Backward key in conjunction with the Forward key with suitable detection. Sprinting key will NOT be honored while the Foward key is NOT held, it will still be the backward movement key. If the Forward key is held and the Backward key is pressed and then held the sprinting animation will be started and then the running animation stopped. I plan to go further in that if the Forward and the Backward keys are both held then the running animation will be retarted. When the sprinting key is released and the running key continued to be held the sprinting animation will be stopped leaving the running animation to be seen. My concern is the extra processing that will be involved and my question remains what happens if the script is still processing one movement key 'Control Event' when another movement key is pressed or released or held? Thanks for your interest.
  21. I am trying to debug a HUD which responds to key presses to start or stop walking, running, or sprinting. The problem is the transition from Running to Sprinting. This is currently achieved by a Double Tap and Hold of the Forward key. There is a hesitation occurring between the Running and the Sprinting animations. I initially put this down to the need to release the Forward key before the Double Tap and Hold of the Forward key stopping the Running Animation before the Sprinting animation is started. However further thought created some doubt on this analysis. The question is related to the amount of processing that needs to be done by the HUD script in the control event section of the code. What happens if the code for the first control event is not completed before the second event is triggered? Any help appreciated.
  22. I wonder if anyone can help me to decipher the following construction using a 'for' flow control. <q> Animate(integer piStates, integer piChanges) { integer liIndex; integer liCount; integer liFlag = 1; string lsAnimation; liCount = llGetListLength(gaAnimations); for (liIndex = 0; liIndex < liCount; ++liIndex, liFlag = liFlag << 1) if ((piChanges & liFlag) != 0) { lsAnimation = llList2String(gaAnimations,liIndex); if ((piStates & liFlag) != 0) llStartAnimation(lsAnimation); else llStopAnimation(lsAnimation); } } </q> It is the odd extension to the increment part of the for construction I don't understand. Can you help?
  23. Thanks to both for your info and comments. I tend to believe that it is not possible, although I understand about the possible confusion over the permissions. If everything is next owner no copy no modify and the contents are the same with one exception the notecard which is no modify iI think I have set them correctly.
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