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Kardargo Adamczyk

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About Kardargo Adamczyk

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  1. I was about to say, its been done before, I remember an article in "New Worlds Notes", after a bit of searching i found the clock, and its.... yours..
  2. Yup.. rezz the old AO inworld, edit it and go to the contents tab, identify the run animation, then you drag that animation from the object contents into your inventory, Next you rezz the new AO inworld (not as a HUD!), go to the contents tab again, identify the run animation, drag it into your inventory (making a backup copy), then right-click the animation in the contents tab and choose delete, After that drag the new animation (from the old AO) from your inventory to the contents tab of the new AO... Next open the notecard in the AO inventory, (its a BENTO AO so definitely not an AKEYO) and edit the run animation from the old name to the new name Reload the animations from the AO menu All done Good luck Dargo
  3. Hi, On your example case 1 is faster.. if someone touches an object, the detected function is triggered anyways, so better use it, if there is no event that triggers the detected function you can only use the llSamegroup, i.e. you can run the return of an llGetAgentList request through llSameGroup one by one to determine if the avatars in a region or parcel are in the same group as the object holding the script. on your second question, the simple answer is no, the more elaborate one is that there is no return key from the detected group function (to protect the account's privacy) just a simple integer 1 or 0, in case you use this function in an HUD or attachment, there is a possibility that there is no active group. You can however in a HUD or attachment run llGetObjectDetails(id,[OBJECT_GROUP]) This will return the objects group key, and a NULL_KEY if there is no group, you can compare the result of this key with another HUD or attachment to verify if both object have the same active group. attachments and huds will change the group when the avatar changes the group. Hope this helps, have fun Dargo
  4. First rule of DJing is to have fun, if you have fun the people have fun... Secondly, always remember that it is impossible to please everyone, especially playing in clubs with different music styles, you take over from another DJ, people will leave, other people will come, that's how it goes.... Interact with your audience, be an entertainer, a DJ is more then playing tunes... Then, playing for a crowded club is easy, they give you energy, you perform. It is way harder to achieve the same performance for 2 people, so have fun, enjoy yourself, make people smile.. even if there are only 2. If you need more advice, or even mixing classes, feel free to IM me inworld. Good luck and have fun, Dargo
  5. We are great.. hows you??
  6. hiya, That could be an active gesture using the e as trigger... you can try to find it, deactivate it and try again...:) good luck
  7. You can downgrade now, all benefits of the premium will continue until the subscription has ended. What they say is if you started your premium years ago and get 1000 stipend a week or you have a lifetime subscription that these perks will not be restored when you re-subscribe, and the new current premium conditions will apply. Greetz Dargo
  8. ahhh yeah voodoo... it should send you a message that you not old enough to visit that place, wait a few days.. get a bit older and try again...:) I think the voodoo there is set to 6 days... ahhh the perks of being new..:) good luck edit: ahh never mind, see in your profile you are 1 year old.. so its not the minimal age thing.. kinda assumed the forum profile shows your avatar age.. sorry
  9. What makes these pics realistic is the focus of the main object (blurry background) almost unnoticeable as we are use to this effect, its the full focus pictures sl makes that tips the balance to being "unrealistic". The firestorm and other 3rth party viewers have Phototools that let you set focal length, F-number View angle, Field of view etc. i don't know if the official SL viewer has these tools though. These tools, and the tips Jackson gave you, make realistic photo's in SL good luck Dargo
  10. what i remember is that a predefined list has a maximum number of elements, while adding elements to the list through the script only maxes out when you run out of memory, i think this is by design. looking to find it on the lsl page, will get back when i find it Dargo... *edit: this is what i found on the old lslwiki: Note: while the LSL compiler will only accept code with a maximum of 72 items in a list, lists can actually support as many items as a script's memory will allow. If a list of more than 72 predefined items is needed, just concatenate (combine) two predefined lists into a new one: longlist = firstpart + secondpart; As of 1.20.4, this no longer seems to be true. A list with at least 100 is possible, though I haven't tested to see just how many elements I can initialize a list to. - BlueJeansAndRain June 5, 2008 - Server | Client 1.19.1 (4): I was able to create a global list containing 1,081 null integers and a local list containing 2,318 null integers before receiving "(0, 0) : Byte code assembly failed -- out of memory". so it seems there's still a maximum of predefined objects in a list, but it was gradually increased over time, however you found the maximum again.. you can still do a longlist = list1 + list2
  11. This is what i see, that's not hard for the eyes, its simply unreadable, so i don't bother...
  12. kk Here goes, This function needs a different approach, you want no more then ten people in a certain location on the region/parcel, if this number is exceeded you wish to teleport them out. first you ask who is on the region with llGetAgentList, then one at the time you find the location of that avatar, if that avatar is inside the zone you check the number of avatars in a second list, if that list = < 9 **edit* and the agent is not already on the list ** you add that uuid to a second list. if the number is > 9 you teleport the agent out then periodically you check if all the avatars on the second list are still in the region/parcel and within the location, if not you remove the agent of the second list. point is, you do not want to use the result of llGetAgentList to resolve who can stay or who need to be teleported out, as the order of that list varies, its not like the first ten to arrive on the region are always the first ten on the llGetAgentList result, the result of llGetAgentList can only be used to determine who is on the sim, not when they arrived, so you need to create a routine to do that yourself. like i said, you add the first ten agents on a second list, and you check if those people are still on the region / parcel every 15 seconds or so. if they left you remove the uuid from the second list so you make room for another (new) agent. i hope this makes any sense....
  13. if you want a list of all avatars in the region or on the parcel, might i suggest using llGetAgentList, its faster and less laggy then a sensor.
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