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Wandering Soulstar

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Everything posted by Wandering Soulstar

  1. @peterperegri seria mejor que posteas en el foro Espanol ... o el de respuesta tecnicas .. este foro es para temas de 'land' .. no cosas tecnicas
  2. To be clear, when ever you call llGetOwner() it will return the current owner of the object where the script resides, you do not need to reset your script. If you have the Owner Id stored in a variable, listens set to the owner, etc., you will need to reset these on ownership change (detected in the change event). In the above script I do not see any reason why the script needs to be reset on ownership change. I do see how this confusion can arise from the initial parts of the Wiki, as the wording is a bit ambiguous. Buit if you go the last example in the Notes, you'll see that the proble
  3. Right .. had forgotten that .. so no need to store outside
  4. Yep .. just look up llGetSubString on the wikli .. very simple
  5. What not have the word, in English for example, as part of the name of the texture: ENG_Texture_Boat & FRA_Texture_Boat. then you could use llGetSubString to identify the word and see if it is a match.
  6. AHHH <face palm> ... of course should have thought of that .... coding 101 .. thanks so much @Wulfie Reanimator
  7. @Erwin Solo If the items being given are no mod, I'd store the initial Die Time in the Object description .. as things stand, the owner of the object just needs to reset the script themselves to avoid the object dying on them. If the object is modifiable .. then you could consider using PRIM_TEXT for the same .
  8. @Sunbleached .. it is quite clear that you do not know how to code, and are simply searching for someone to modify this script for you. IF you knew anything about coding, you would either not be asking these questions, or at least after @Rolig Loon gave you such kind instructions in the other thread (where you double posted the question) you would be able to do this. Like I said above . this Forum is not a Free Script Modification/Customisation/Creation source.
  9. Hi All, Had a snippet of code that was driving me mad .. got it fixed but I do not understand what was going on ... here is what I had (redacted for clarity) integer num = 8; integer found = FALSE; while (num -= 2 >= 0 && !found) { //do something to check found } What was hapening was that with the code was running through the loop SEVEN times, as opposed to the four that I would expect, going from 7 to 1. I got it to work by enclosing the 'num -= 2' in parenthesis. FIne, undertand about forcing the calculation prior to the conditional check or whatever ... what I
  10. You re-write the script to do so ... if you are looking for someone to wrote the script for you I'd suggest you post in the 'Wanted' forum. This forum is for specific questions on scripting, solutions to specific problems.
  11. Hi Millie .. sounds interesting .. but also sounds like it needs an off-world system for storing the information, do you have something for that (i.e. off-world server) or expect that to come with the design ... also you mention a couple of other systems that you have running that would need to interface .. are these open to you so that the scripter would have access to the APIs?
  12. Or change them to floats for the operation and then back to integer
  13. ha ha ha .... actually @Wulfie Reanimator 's suggestion gave me the answer .. using the Build>Script>Set Scripts to Running option .. it at least gives me the name of the object that the script is in .. and if that is something I recognise I can get to the object .. otherwise it's just the remove option ha ha .. by doing that I'm going to each link anywayby hand .. so can dlete the offending scripts while I'm there In this case deleting them all was the best optin as I only needed one script in the root prim Thansk both of you for the prompt response!
  14. Thanks @Alyona Su & @Wulfie Reanimator .. I take from the offered solutions that there is no way to identify which prims have scripts in them?
  15. Hi all .. is there anyway (other than checking the prim) to identify prims that have scripts in them? I have a linked piece, with 183 parts.. and somewhere in there is a script that is no copy .. which is making it difficult to package the house for sale 🙂
  16. Come pretty close with the Firefox Preprocessor ... have you looked into that? Since I discovered it has changed my life 😉
  17. Hi All, Have a question that I cannot get in-world to check for sometime, and was hoping someone knew the answer to ... or could test 😄 When we turn any prim in a linkset to Phantom .. the whole linkset goes Phantom. Reading the definition of PRIM_PHYSICS_SHAPE_TYPE - PRIM_PHYS_SHAPE_NONE it seems that with this we can get around that limitation ... i.e. have a particular prim in a linkset go 'phantom' without affecting the rest ... just wondering if that is true as it would simplify some code I'm on at the moment.
  18. @TalistoriaThe reason that the items were returned when you deeded the 1024 was because the other (4096) parcel still belonged to you, whilst the1024 parcel belonged to the group. Therefore the Li count from the 1024 was no longer available to the 4096 ... li count is only shared in-sim between parcels of the same owner. So suddenly the 4096 only had available it's Li count. You won't have a problem deeding the 4096 from that perspective. The only thing I'm not certain on is in regards to auto-return ... I have never deeded land after putting things down on it, so not certain if the items
  19. @animats Just had a light-bulb moment, remembering the definition of llGetTime(): Number of seconds since the script started ... so I get the issue now .. Thanks!!! (And very interesting the link!)
  20. @Richardc1980 You have got the wrong forum. This forum is for posting/sharing completed scripts. The other scripting forum is for questions around scripting ... to find a particular script that someone has created for sale or a scripter to create it .. try the Wanted or InWorld Employment forums
  21. @animats Thanks for the feedback .. I'll tackle your points one by one: Not quite sure what you mean. The idea is that it should always be setting as the time the next shortest one in the queue. This is so that the timer event fires (as close as possible) when it should based on when the user interacted. What I mean by this is: User A gets a dialog (30 second timer), then 10 seconds later user B does a touch on a door and holds (0.75 sec timer). User B's timer should fire, then the remaining time on User A's timer is set (30 - 10 - 7.5) .. does that make sense? I had read about
  22. Thanks @Rolig Loon .. I had gone into that particular thread but did not see an answer to my particular situation. Once I have tested and as well heard any feedback will definitely post to that/the library .. making it more generic so as to be not so particular to my solution.
  23. Hi all, In my current project I found myself with a problem. I had created a script that would manage all the doors in the house I was building, so that would only need one script as opposed to in door scripts. After slogging through how I would keep track of what way they needed to move, how far, etc. I thought that I was done .. until I hit the 'extras'. First off my doors include a security check, which calls a central access script to determine if the user can open of not the door. Next, since these were sliding doors, with multiple panels I had added in a 'feature' where if you did a
  24. might it be that they are using offsets in the texture .. simple example .. all the actual textures you see are on one uploaded texture .. so one face .. but by changing the scale and offset we have different parts of the texture show. I've started to do this quite a lot lately .. So for example have a deck with mulitple wood boards .. with a texture that has 8 different board styles in it my mesh can have but one face, but have set different offsets to each individual board.
  25. Good Morning All, Have a question for all in general .. and hopefully will be an interesting discussion and stays on track 😉 What is your preference in the following option for readability compared to possible efficiency: //readability integer x; integer len = llGetListLength(gSomeList); for (x = 0; x < len; x++) { //lines and lines of code integer worker; //do a bunch of stuff with worker } //efficiency integer x; integer len = llGetListLength(gSomeList); integer worker; for (x = 0; x < len; x++) { //lines and lines of code //do a bunch of stuff
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