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Tash Navarathna

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  1. Well thanks anyway, I appreciate it. But don't I need the timers in the states to be able to return them to the other states?
  2. I did it with states. integer info;key owner; default{ state_entry() { llSetTimerEvent(.5); owner = llGetOwner(); } timer() { info = llGetAgentInfo(owner); if(info & AGENT_MOUSELOOK) state mouselook; else state notmouselook; } }state mouselook{ state_entry() { llSetTimerEvent(0.5); } timer() { info = llGetAgentInfo(owner); if(info & AGENT_MOUSELOOK); else state notmouselook; } }state notmouselook{ state_entry() { llSetTimerEvent(0.5); llTriggerSound("foxblast2", 1);} timer() { info = llGetAgentInfo(owner); if(info & AGENT_MOUSELOOK) state default; }} Also Freya, you might be more helpful if you didn't assume who you were helping was completely braindead when it comes to scripting.
  3. Doing it that way causes it to spam the returns every .5 seconds, I'm trying to have it do a return only once, so it doesn't play a holster noise every .5 seconds after you exit mouselook. This is the most I could come up with, but it doesn't work. integer info;default{ state_entry() { llSetTimerEvent(1); } changed(integer info) { if(info & !AGENT_MOUSELOOK) { llSay(0, "Touched."); } } timer() { info = llGetAgentInfo(llGetOwner()); }}
  4. I did check the wiki, the only example there is for telling you if you're in mouselook by touching it, which is not what I want. I also tried info = llGetAgentInfo(llGetOwner()); in timer, but no matter where I place the if (info & AGENT_MOUSELOOK), like changed, state_entry, it returns once and never again.
  5. I can't seem to figure out how to keep the script checking the agent info to return if they're in mouselook or not. For example, when exitting mouselook I'd like a gun to play a sound like it was set to safety or something.
  6. Clicking on Merchant Home in my marketplace takes me to an agreement with accept at the bottom, but when accept it click the page reloads and nothing happens.
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