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Innula Zenovka

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Everything posted by Innula Zenovka

  1. Does Phoenix default to showing Old-Style names? I know you can set it to show them, but I thought (and I might be mistaken) that the default is to show the Display Name with the username in parentheses if it's different. Firestorm, I'm sure doesn't use "Resident" by default (and possibly not at all). The only viewer I can think of, offhand, where an account without a last name appearing as "Resident" can't be fixed with a simple change somewhere in the settings, is 1.23. And, since I thought the OP wanted to stop appearing as "Resident" in her chat and IM windows, she can easily fix that, either by changing her settings, or changing her viewer from 1.23 (to Phoenix, Cool VL, Singularity or, I think, Imprudence, if she wants to stick to the older format). And I agree about usernames, but username != legacy name. If a scripted object wants her username in an access notecard or something, and she puts in "ErinClover2 Resident" rather than "ErinClover2" it'll break unless the scripter has made specific provisions for precisely this confusion between usernames and legacy names.
  2. What viewer are you using? While I hate to disagree with Rolig, I'm afraid she's mistaken about usernames; yours is erinclover2, and mine is innula.zenovka and hers is rolig.loon. The "Resident" placeholder was used for a while by viewers that expected everyone to have a last name, but all the major TPVs (and, of course, the official V2) that I'm aware of now know to call you something like "Erynn Clover (erinclover2)" in chat. The short answer to your question, to my mind, is to use a more up-to-date viewer. You'll still see "ErinClover2 Resident" in output from older scripts, because the functions they use, such as llDetectedName(), expect you to have a last name, but there's no need for you to see in chat and IMs.
  3. Once someone repeatedly crashed one of my sims because he was upset about being banned from a club there. I complained, as the sim owner, to LL that it kept on crashing and asked them to investigate, and they resolved the matter very quickly and effectively. They have tools we don't. So my advice is to ask the sim owner to get LL onto the case. In the meantime, turn off rezzing, object entry and running scripts for everyone but group members; while there are ways to get round this, it should stop the more obvious sim-crashing methods.
  4. Do a search for "sandbox". You can build stuff in those.
  5. Thanks for the guide, amarock. Are you, though, talking about scripts causing "lag" (i.e. placing an unnecessary burden on the sim because they're very active) or about taking up a lot of memory? I've not looked in detail at the updater script, for example, so I may be mistaken, but my impression is that it's only using much script time when it's checking to see if there's an update available, which only happens when you rez the collar/attach it or ask it to check. The rest of the time, while it's taking up memory, it's not using any more script time than any other active script that's not doing anything. To my mind, the biggest single thing collar wearers -- be it an Open Collar or any other sort -- can do to reduce the collar's demand on sim script time is to tell collars to stop listening to 0, the open chat channel, and to listen on some other positive channel instead. And that you can normally do with a couple of simple chat commands (http://code.google.com/p/opencollar/wiki/UsersGuide#4.0_-_Control_commands explains how OC users can do it), Open listeners on the chat channel are a bad thing, to be avoided if there's any reasonable alternative (which sometimes there isn't, particularly for vehicles), because they give both the sim and the listening script so much unnecessary work to do whenever anyone says "Hi" to someone else on the same sim.
  6. Can you give some more details of the spec? One option, for example, which might be attractive in some circumstances, is to prepare textures for the sign, and change those by chat command or whatever. This can be combined, sometimes, quite effectively with the " multi-prim single-letter on a face" method Void mentions. So much depends on what the sign's going to be like and what sort of (and how much) text it needs.
  7. For more details of Aditi, including how to access it, see https://wiki.secondlife.com/wiki/Aditi
  8. I'm wondering if it would not be a good idea to make all Linden-run sandboxes premium The reason for this is that there's plenty of private and group-owned sandboxes, which are generally far more peaceful and better run than their Linden equivalents. A main reason for this, to my mind, is that, as I understand it, it's very difficult (and probably very undesirable, too) to give residents the sort of group land powers that you sometimes need to keep things running smoothly and peacefully. So, in effect, LL's only way of keeping things under control in their sandboxes is to make it impossible for throwaway alts to come in and cause difficulties. I can see that this might just shift the problem to private or group sandboxes, but they're in a much better position to control things because group officers will almost certainly be able to pay more attention to the situation in a particular sandbox than are LL employees trying to wade through innumerable ARs about almost anything someone's taken exception to.
  9. For what it's worth, using animated textures is far kinder to the sim than repeatedly changing stuff on a timer.
  10. The problem is that the script is listening to whoever was its owner at the time it started running. It doesn't realise that the owner has changed unless you tell it to check, something like this: integer handle;default{ state_entry() { handle = llListen(0,"",llGetOwner(),""); } changed(integer change) { if(change & CHANGED_OWNER){ llListenRemove(handle); handle = llListen(0,"",llGetOwner(),""); } } listen(integer chan, string name, key id, string mes) { if (mes=="on"){ llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.2]); } else if (mes=="off"){ llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0]); } }} The changed event can detect various types of change, including a change of owner. So what the script now says is something like "if the owner changes, stop listening to the old one and start listening to the new one". Is it really necessary to have it listen on the open chat channel? Open listeners on 0 really do contribute to lag and, to my mind, should be avoided unless there's a very good reason to be listening on the chat channel.
  11. I've learned a great deal by asking questions here. And if you need a more immediate response, there are several in-world groups where you can usually find someone who's able to help. I'd recommend College of Scripting, Script Academy and Scripts as three very helpful places where you can usually find some well-informed people who're happy to offer explanations and guidance.
  12. The safest course is to assume you can't unless the site making the mesh available explicitly says you can and, if you're in any doubt, get in touch with them, explain what you want to do, and seek their approval.
  13. This is a bit of a shot in the dark, but what viewer do you use? I ask because if you use a TPV with RLV turned on, I can think of a way someone could be using that to play a nasty practical joke on you, but you'd need to be using such a viewer and also wearing a scripted item they'd given you. It's not very likely, though.
  14. Try something like this: list gAnimations = ["express_open_mouth","express_repulsed_emote" ];restartAnimations(){ integer max = llGetListLength(gAnimations) ; string ani ; while (max--) { ani = llList2String(gAnimations, max) ; llStopAnimation(ani) ; llStartAnimation(ani) ; }}default{ attach(key attached) { if(attached){ llRequestPermissions(attached,[PERMISSION_TRIGGER_ANIMATION); } else{ llSetTimerEvent(0.0); } } run_time_permissions(integer permissions) { if(permissions & PERMISSION_TRIGGER_ANIMATION){ restartAnimations(); llSetTimerEvent(1.0); } } timer() { restartAnimations(); }} You can use as many of the facial expressions animations listed in http://wiki.secondlife.com/wiki/Internal_Animations as you like to build up gAnimations. Just remember to put each one in "double quotes", separated by commas, and no comma after the last one.
  15. I would be rather surprised if someone had written a script that attempts to animate you without once requesting permission to animate your avatar -- are you sure the llRequestPermissions(id,PERMISSION_TRIGGER_ANIMATION) isn't called in some user function, called something like init(), up at the top of the script? Anyway, the cause of the problem would seem to be that the script is trying to do something in both the attach and changed events -- if (change & CHANGED_TELEPORT) in the latter -- that involves starting or stopping an animation, and it doesn't have permissions so to do. Without being able to see the script, it's pointless, to my mind, to try and guess any more, but I'm suspecting that you may have done something to reset the script while wearing the attachment; that's a common way to break stuff like this that doesn't have proper error-handling. What I'd do in the first instance is rez the attachment on the ground, reset the scripts, decline any permissions requests and then take it back into your inventory and attach it. If that doesn't work, try again, only accept the permissions requests this time (but if that proves necessary, something very odd is going on).
  16. Lee Ponzu wrote: Protect it?? From what? It isn't like real property. Nobody can steal it, or mess it up, or leave a wet spot on your sheets. ponzu In my case it stops people from getting onto my building platform when I'm not there and fiddling round with half-finished scripted toys and furniture I'm making, sometimes causing damage it takes me ages to put right.
  17. Thanks, Void. I've now looked at what you say on the talk page. Did your tests suggest whether it matters where the list starts on the border of the shape, or can I start anywhere and join up the points in the expected order? (I can test it myself, of course, but I won't bother making lots of textures if the answer's aleady known). I'm making something for an RP sim, for which I need to know where people are when various things happen. Dividing the land into parcels isn't really practicable, not least because I've got some rather odd shapes with which to deal.
  18. I recommend Psyke's Security System -- very reliable and versatile, though maybe more than you need at present.
  19. I'm trying to get a handle on the order in which I need to give the vector coordinates for IsPointInPolygon2D. As far as I can make out, if the area is vaguely rectangular, I need to go bottom left, top left, top right, bottom right ([<1,1,0>, <1,2,0>, <2,2,0>, <2,1,0>] in the wiki example). What do I do if it's a more complex shape -- a pentagon for example, or even, heaven help us, a pentagram?
  20. I had a very similar problem some time ago -- back in the Jive forum days, as I recall -- and I never really got to the bottom of it. I think -- and I could be wrong -- it was to do it being a high-priority animation on a long loop and that I eventually fixed it by starting the default stand animation when I stopped the current one, which caused my AO to take notice and rectify things. But it was a while ago and I don't remember all the details. Certainly, though, my avatar carried on dancing well after llGetAnimationList (and the hovertext display you can get) thought I'd stopped, so I rather suspect that the news a looped animation has been stopped by script takes a bit of time for your pc to digest. ETA -- Void got there first.
  21. I don't understand. I've removed -- or thought that's what I was doing -- the leading and trailing spaces from msg before doing anything else. Where else do I need to remove them? ETA. I guess it's going to break with something like 123,000, though
  22. I find this a helpful way of testing I'm getting valid input for this sort of thing: msg = (integer)llStringTrim(msg,STRING_TRIM);integer test = (integer)msg;if ((string)test == msg){//it's an integer }
  23. Is the problem that the clothing layers are not, in fact, being removed (i.e. they show in your inventory or outfits tab as being worn) or that they remain visible even after being removed?
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