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Wandering Soulstar

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About Wandering Soulstar

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  1. Wandering Soulstar

    What Is It About This Script That Makes Prims With It Disappear?

    .. to add to the above, whilst your system is for delivery of notecards from the server to the terminals, the initial communication is from the terminals to the Server. They 'register' with the server (via email) as the server will need their 'keys' to be able to send them the notecards.
  2. Wandering Soulstar

    Question on Rotations - Mirror

    or just do it as Steph suggested??
  3. Wandering Soulstar

    Question on Rotations - Mirror

    Brilliant! Thanks Steph!
  4. Wandering Soulstar

    Question on Rotations - Mirror

    @steph Arnott .. left out the collecting of the rots .. just assume they are already in myRot and mirrorRot 🙂 So, if I understand the example .. this would result rot having a 180 degree change in it's z axis? i.e. depending on which axis it is I put PI in the desired axis position in the vector?
  5. Wandering Soulstar

    Question on Rotations - Mirror

    Hi All, Rotations and the math behind them are my bane in LSL .. just cannot get my head around them. What I am trying to do is mirror the rotation of a prim.. i.e. If Prim A is rotated at 45 degrees on the x axis, I want to set Prim B's x axis rotation to 225 degrees. Is it as simple as: myRot.x = mirrorRot.x + (180 * DEG_TO_RAD); .. or is there more to it?
  6. Wandering Soulstar

    HELP! Distance to furthest Prim point

    Thanks!!!!! @animats I see yours will give me the max/min position for each xyz, which is very good. For what I need though I only every need to find one and so the base formula as pointed out by @Wulfie Reanimator. Following is the sample code off the back of these guides. I knew it had to be simpler than what I was doing 🙂 list CORNERS = [<1.0, 1.0, 1.0>, <-1.0, 1.0, 1.0>, <-1.0, -1.0, 1.0>, <-1.0, 1.0, -1.0>, <-1.0, -1.0, -1.0>, <1.0, -1.0, -1.0>, <1.0, 1.0, -1.0>, <1.0, -1.0, 1.0>]; float get_mod(string axis, integer min) { rotation rot = llGetRot(); list vals = []; integer x; for (x = 0; x < 8; x++) { vector corner = llList2Vector(CORNERS, x) * rot; //now grab just the axis we are looking for if (axis == "x"){vals += [corner.x];} else if (axis == "y"){vals += [corner.y];} else if (axis == "z"){vals += [corner.z];} } //now sort according to which value we are looking for vals = llListSort(vals, 1, min); //and return the first return llList2Float(vals, 0); } default { touch_start(integer total_number) { float mod = get_mod("x", FALSE); float dist = ((llGetScale().x)/2) * mod; float posit = llGetPos().x + dist; } }
  7. Wandering Soulstar

    HELP! Distance to furthest Prim point

    Hi All, Hope that someone can lend a hand here. I have been going around in circles with this for the past couple of days and at this point feel that my head is going to explode. What I want to do if determine the distance from the center of a prim to the furthest point of the prim along a particular world axis. With prims that are at zero rotation, or only rotated 90/180/270 on any axis it is simple. If I want the distance along the x-axis, for example, Zero Rotation it would be 1/2 the x size; rotated 90/270 on y it would be1/2 z size, and 90/270 rotation on z would be 1/2 y size. The problem I am having is when there is a non-right angle rotation on an axis .. or even more, when there is a rotation on more that one axis. The size no longer is all I need as the furthest point becomes an edge/corner not the face. I have tried multiple ways of figuring this out, but it has been way too many decades since I studied trig. Have some half solutions, but these are based on too many variables and having to check what is rotated where etc that I know there must be a simpler mathematical formula for doing this ... so hoping the math wizards out there could lend a hand. Thanks in advance! Wanda
  8. Wandering Soulstar

    Listen to Nearby Chat....

    Which is what I said in the sentence (disclaimer) under the code @Innula Zenovka 😁
  9. Wandering Soulstar

    Listen to Nearby Chat....

    OR you could set your listen to filter (listen) for just that word: llListen(PUBLIC_CHANNEL, "", NULL_KEY, "word"); Then you would not need the conditional check in your listen event, and said event code is not firing constantly when people are speaking nearby .. you do lose the flexibility that Rolig's method hase, my example will not hear 'Word', 'WORD', 'word ' etc., nor will it hear it as part of an overall statement ... only 'word' And Rolig's statement regarding the load and lag is very, very true. You might want to pair this with some sort of sensor so that the object only starts to listen when someone is withing chat range (20m).
  10. Wandering Soulstar

    HUD bug?

    Have had something similar with a HUD I created .. tried to track it down and finally gave up
  11. Wandering Soulstar

    Texture Repeats and Mesh Faces

    Brilliant! Thanks @Beq Janus .. and a perfect explanation in the article!
  12. Wandering Soulstar

    Texture Repeats and Mesh Faces

    @Beq Janus In regards to what you have shown above .. I too was under the impression that MS would not 'work' with texture faces that were planar .. that these would not transfer when we meshed things .. this was something specific in the MS documentation back when I started using it years ago .. and I have stayed away from planar ever since .. painstakingly aligning textures with texture align patterns rather than the simple function provided in the build tool using planar ... So what you are say is that now I can use planar, and MS will create the resultant mesh in accordance to this so that when I upload all I have to do is set the texture to the face and nothing else?
  13. Wandering Soulstar

    Question llPassTouches

    Good point .. now just to remember it going forward 🙂
  14. Wandering Soulstar

    What Is It About This Script That Makes Prims With It Disappear?

    Actually Rolig, if the other script is sending emails this architecture makes sense, llEmail causes a script to sleep for 20.0 seconds
  15. Wandering Soulstar

    What Is It About This Script That Makes Prims With It Disappear?

    There is nothing in the script that you posted that could make an object disapear (and next time please post in the code window .. the <> button .. makes it much easier to read). There looks to be another script in the prim though .. this script gets a link_message, which can only come from a script in the same prim or another in the linkset,. The other script seems to be receiving emails. The reason I assume this other script is in the same prim, also means that there is not a way to force the key .. from the code above: on_rez( integer status ) { key kOwner = llGetOwner();  llInstantMessage( kOwner, "My object key has likely changed. Please make sure that all client terminals are set to access the following key:"); // modified by Ordinal Malaprop 2007-05-27 // as it was saying the wrong key llInstantMessage( kOwner, (string)llGetKey() );  init(); } the important line is the one with llGetKey(), which gets the unique key of that prim, and which the serves then use as the email address to send their emails to .. from the wiki (llEmail definition):
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