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Innula Zenovka

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Everything posted by Innula Zenovka

  1. Racia Fiertze wrote: perhaps even just a door with a locking script that asks a question to be open.. like a riddle Try something like this, then. Make your door with a path cut prim, B:0.125, E0.625 integer handle;integer my_channel;key av;string riddle = "Why did the chicken cross the road?";string answer = "to get to the other side";//nb lower case //-- 90 degrees around z axis, use - 90 to reverse directionvector vDegSwing = <0, 0, 90>;rotation vRotSwing;float vFltTmt = 10.0; // stay open for 10 secondsfloat vFltOpn;uDoor(){ llSetLocalRot( (vRotSwing = ZERO_ROTATION / vRotSwing) * llGetLocalRot() ); llSetTimerEvent( (vFltOpn = (float)(!((integer)vFltOpn)) * vFltTmt) ); //-- small hack to get around logical not with floats}default{ state_entry(){ my_channel = ((integer)("0x"+llGetSubString((string)llGetKey(),-8,-1)) & 0x3FFFFFFF) ^ 0xBFFFFFFF; vRotSwing = llEuler2Rot( vDegSwing * DEG_TO_RAD ); // convert to rotation } touch_start( integer vIntNull ){ av = llDetectedKey(0); llListenRemove(handle); handle = llListen(my_channel,"",av,""); llSetTimerEvent(15.0); llTextBox(av,riddle,my_channel); } listen(integer channel, string name, key id, string msg){ llListenRemove(handle); llSetTimerEvent(0.0); if(llToLower(msg)==answer){ state open; } else{ llRegionSayTo(id,0,"Sorry, wrong answer"); } } timer(){ llListenRemove(handle); llRegionSayTo(av,0,"Sorry, timed out"); llSetTimerEvent(0.0); }}state open{ state_entry() { llRegionSayTo(av,0,"Correct; you may enter"); uDoor(); } timer(){ if (vFltOpn){ uDoor(); } }}
  2. RudolphUkka wrote: * Working at * MacDonalds even is more * llucrative and more * interesting than any * job in * SL *** Rudi *** I dunno. One of the first commercial scripting jobs I did, which can't have taken more than a hour even then, was for a friend who offered me a percentage, equal to L$60, on each item sold. That was well over three years ago, and the items still sell at least two or three a day, averaged out over a week. So, let's see; on a very conservative estimate, of one sale a day for three years, that single hour's work has netted me the equivalent of about US$250 (and, in fact, it must be considerably more), which isn't too bad for an hourly rate.
  3. It sounds to me as if you have accidentally locked yourself into the shoe, using your viewer's RLV capabilities. There should be a notecard with the shoes, telling how the RLV locking mechanism works, but you can always free yourself by either finding the RLV settings in your viewer's preferences, turning off RLV, and relogging (turning RLV on or off requires a restart before it takes effect) or simply by relogging usng the official viewer, which doesn't have RLV in the first place.
  4. You certainly can, either by using the terrain editor https://wiki.secondlife.com/wiki/Building_Tools#Land_Tool or by applying a ready-made RAW terrain map.
  5. Unless I'm misunderstanding something, don't the two statements, taken together, accurately describe the present state of affairs -- that is, while there is no current payment info for you, your payment info was used when LL did have it on file?
  6. At risk of seeming picky, was this actually a server glitch? I ask because the message that was being circulated at the time, apparently by one of the co-founders, said "Today, as many of you know, SL was having issues. Apparently it affected our moderator bot, so much so, that it generated a mass eject. " To my mind it matters, since if it actually was "a server glitch" that was directly responsible, then LL need to be looking at the server code, but if the bot was responsible because it was in the middle of doing something and the sim crashed or whatever, then the maker of the bot needs to be looking at its error-handling.
  7. One of the most useful Torley videos, to my mind:
  8. Tristizia Demonista wrote: I can't remember him ever saying anything like it. In fact he even spoke at some time, that a lot of people use SL exactly for this kind of "more private" purposes, without adding something like that this will vanish or so. While I may have missed something, and would welcome assistance if I have, I've just searched on Google for all the combinations of keywords that seem to me likely to lead to an interview with Rodvik saying he wants SL to be a "game building platform" and, without exception, this thread is the only hit I get. He's said he'd like to make it easier for people to set up RPGs within SL, certainly, but that's not the same thing at all. The logic seems to be that a lot of people want to create and play RPGs in SL -- which obviously they do -- so let's make it easier for them. By the same token, lots of people (sometimes the same people) want to do stuff involving adult content, and it looks to me like LL's trying to make it easier for us, too. I've been in SL for 4 years and odd, and, for the first time in a long while, I have the feeling that LL's abandoned trying to get us to do what it thinks we ought to want to do or, as was the case for a bit, trying to get us to stop doing things we wanted to do but which might put off the potential customers LL hoped to attract, and is actually trying to work with the various constituencies in SL to help us do all the different things we want to do, with a view to attracting new residents with similar tastes -- whether that's first-person shooters with evil zombie NPCs or wierd and wonderful sex stuff (possibly involving evil NPCs, to the distress of the escort business.. who knows?) or whatever. I'm not particularly familiar with the Sims Online, but I don't see why his removing adult content or activities from there, if that's what he did, should be taken as an indication of anything other than a decision that they didn't fit into that particular game's marketing strategy for the particular demographic at which it was aiming. I don't see that it's reasonable to infer anything about his personal tastes from that particular decision.
  9. TomWCU wrote: Hello, All. My name's Tom. I'm working on a project that may benefit from using an autopath, but I can't seem to find any information on the subject. It sounds as though you've all had some experience with it. Could you guys and girls take a minute to help me out? Here's what's going on: I have a ghost I want to be able to wander the hallways of a maze. Currently, I have invisible prims that detect collisions with the ghost and tell it when to turn. This works fine, assuming no one bumps into the ghost. If someone bumps into him and knocks him off his path, he'll crash into a wall and just stay there. I hoped I might be able to just make linear and angular deflection impossible, then let people bump into him to no effect. No luck with that - he could still be moved by avatars. So, is there a better way to make him stick to his path? If so, how should I begin? Your ghost could use the new llCastRay to see if he's going to run into something. Or he could use a sensor to look for the waypoints. Or if you want to stick with the present system, I'd play around with setting llVolumeDetect(TRUE) and then have him use llDetectedType() to check if he's collided with an avatar or one of your prims. Though you have to be careful, of course, making physics enabled objects, in effect, phantom or they go through the floor.
  10. I guess if anyone does feel concerned about posting something, the Linden Lab comment in the other thread, "Note - If there is a need to post content outside of Linden Lab's content guidelines, there are external forums and blogs, " reminds us that there's always SLU or SCmkII on which to carry on parallel discussions. In the past, after all, people have carried on lively and signficant debates about things like Emerald or Red Zone in multiple fora, saying in other places what certainly couldn't be said here in the Official Forum.
  11. I don't really see what the worry is; off the top of my head, I can't think of anything that was posted in the old private forum (which seemed a bit of a waste of time, as it turned out) or that's been discussed in the Adult Content Users Group -- transcripts of which are posted in the wiki -- that anyone should worry about posting here.
  12. I don't think so. To my mind, both from what's been said at the Adult Content Group and from developments like the simplified age verification proceedure and having Adult Content in the Destination Guide, we're enjoying a lot more official recognition and endorsement than have we done for a long time.
  13. Yep, looks like Viale has done what he planned to.
  14. At the last meeting of the Adult Content User Group, Viale Linden was talking about relaunching it as an open access section, with several sub-forums for content creation, destinations and so on.
  15. I've just taken the new Development Viewer 3.2 out for a spin. It comes with a load of known bugs, notable that it crashes if you try to TP anywhere, but it's worth a try for a look at the new UI. No more sidebars. Just a load of buttons which you can move around and customise endlessly. This is what my UI looked like after a bit of a play (that's my AO down at the right hand corner): Other notable changes are the the chicklets and toasts and dialog menus all appear now at the top right, which I find far more convenient. And they've ported over the single click to walk somewhere from the "Basic" viewer, which is fun. More write ups at Living In the Modem World and Nalates Blog. We've also been chatting about it over at SLU. Like I said, it comes with a load of known issues Here's a quick rundown of some of the known issues: The Viewer floater camera views and presets do not work.The Nearby Voice panel does not update to a new call or from nearby voice info once opened.Viewer crashes when updating UI size in preferences.The Speak button is activated when dragging and dropping between toolbars and/or moving back to the Tool Box.Viewer crash when moving the speak button from one toolbar to another when there is an active call request.Teleport history doesn't display visited locations.Viewer crash when double-clicking the mini-map in People > Nearby.Notification and conversation chiclets overlap.WASD controls don't move avatar while the Move floater is in focus.Closing voice controls while a group or p2p call also closes the group call/IM window.Viewer crash after teleport.Hitting back in the 'Create Group' panel or 'Blocked' panel requires multiple clicks for action to occur.The team is busily addressing these issues and will be updating as we plan the next couple of beta releases. If you see other issues, please report them in Jira as always and we'll make sure they are routed appropriately. But, with that in mind, it's well-worth downloading for a look at the shape of things to come.
  16. Are you receiving this message in the form of an IM? If you are, you should be able -- with most viewers -- to click on the object's name in the message to bring up a floater giving a slurl for the object. Then you can click on that to go to the slurl, where you can take the object back into your inventory. As I suggested when you posed this question elsewhere in the forum, it sounds to me as if you dropped the object on the ground somehow, without realising it. So the first step is to locate the object.
  17. Did this outfit include an item called a "Fly body hider"? If it did, I strongly suspect that you dropped it on the ground when you removed the outfit, as opposed to detaching it, or that it's somehow ended up on the ground, and it's still there, and that's what's causing the problem. Can you remember where you were when you removed the stuff?
  18. Thanks, both. By playing with Taeas' suggestions I've been able to get it working pretty well on normally rough ground, but am having problems with small solid obstructions, such as a single step, which an avatar would negotiate with ease. AnneMarie's accelerator suggestion may well hold the answer to that.
  19. No, you can say what you want to on third-party sites, including your own blog. You can reproduce your chat logs there too, if you want to. So long as it's not on LL's servers, the ToS don't apply.
  20. Thanks, Sassy. This looks like something that should be on the agenda for harmonising between the various versions of RLV. In the meantime, I guess it really points up the necessity of testing stuff on a variety of viewers; you and I are aware of that, of course, because we know RLV and RLVa can behave a bit differently, both as compared with each other and across different versions, but Firestorm/Phoenix in particular can now and again be rather quirky in the way ordinary LSL behaves, too.
  21. First, I would try rebooting your cable modem, if you haven't already done so. This should force a new connection to the sim. Then try relogging, and, if the problem persists, try relogging yet again, somewhere else. If you find you can log in successfully in other places, that would suggest the sim needs a restart (which it should get automatically in the next few days, anyway).
  22. I don't quite understand from the description -- what's the central, root, cone doing? Is it pointing towards you, like all the others, or looking some other way? My immediate thought is this would be greatly simplified if you had a root prim -- possibly an invisible one -- that looked the way the follower was going, and it was only the child prims turning to look at you. I'll try to give this a shot when I get home this evening (UK time).
  23. Glad you got it working. I think the issue seems to be the ~ tilde at the start of the folder name. I've just tried it in Dolphin 3 (which uses RLV v2.07.03.03) and I couldn't get it to work while the folder was called "~Boots", but renaming it as simply "Boots" fixed the problem. This might be because, I think, the ~ prefix is has to be used for items you give to the #RLV folder using llGiveInventoryList, so maybe, in RLV, if not RLVa, it should be reserved for that.
  24. There's nothing wrong with the syntax that I can see. I've just tried llOwnerSay("@attachalloverorreplace:~Boots/bax red boots 2=force"); in Catznip 2.8, and it works as expected. What version of RLV are you using, and, if you enable debug output, what, if anything, does it say? RLV is very picky about spacing; that's what I always check first. ETA -- it might be worth checking to see if you're under any restrictions -- perhaps from a relay -- you've forgotten about.
  25. I'm trying to make a very slow moving vehicle, based on VEHICLE_TYPE_CAR, that can nevertheless negotiate bumpy ground by going over large and sudden bumps in the groud without losing a lot of speed or stalling. If it handles rough ground as well as can an avatar, I'll be very happy indeed. What parameters should I be looking at?
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