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Pixels Sideways

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Posts posted by Pixels Sideways

  1.  

    UPDATE:

    ****  FIXED IT - I was today years old when I found out that Shout is limited to 100m and RegionSay is sim wide so got the Call Box to work. Yay!

    Also - read the LSL Wiki first, pixels. 🙂

    I'll leave this here in the event someone else might find it helpful.  xo

     

    Hola Again:  

    I made a simple elevator script that works.

    The call box in the elevator works with a listen and a Say "go here" to the designated floor coords.

    However, the external call boxes on each floor which I copied from the one in elevator and set to Shout rather than Say, don't work on the longer distance runs. 

    The external call boxes work if the elevator car is closer but the distance from ground floor to the top most floor is 80-90m and if the elevator car is on the top floor and I call it from the ground floor, it will not respond.   

    I thought Shout was sim wide so the listen in the elevator script could hear the command and respond anywhere on the sim.

    As noted, the call box in the elevator works and takes you from the underground straight to the top with no issue.

    What would cause the external Shout call box to not work?

    Been driving me cray cray trying to figure this out.

    TY for your help.

    xo

    pixels

  2. Thanks Wulfie

     

    fixed that, but still getting syntax error 

     

    //elevator simple

    integer channel = -36903;

    default
    {
        state_entry() 
        {
            llSitTarget(<0.15204, -0.06241, 1.08959>, <-0.00000, 0.00000, 1.00000, 0.00000>);
                    
        }
            
        changed(integer change) 
            {
            if (llAvatarOnSitTarget() != NULL_KEY) 
            {
                llSay(0, "SELECT A DESTINATON!");
                llSleep(01);
                //ELEVATOR MUSIC", 0.5);
                    
                    
                llRequestPermissions(llAvatarOnSitTarget(),
                 PERMISSION_TRIGGER_ANIMATION); 
                } 
                }
       
        
        
        run_time_permissions(integer perm) 
        {
            string anim = llGetInventoryName(INVENTORY_ANIMATION, 0);
            if (anim != "") 
            {
                llStopAnimation("sit");
                llStartAnimation(anim);
                                
    //AVATAR SELECTS FLOOR FROM PANEL, CAR MOVES
        {
            llListen( -36903, "", NULL_KEY, "" );
        }
                
        listen( integer channel, string name, key id, string message); 
            
    {
        //GO TO GROUND
        if ( message == "GROUND" )
        {     
                llSetRegionPos(<45.21164, 161.45197, 28.00000>);   // GROUND
        }
        
        //GO TO UNDERGROUND
        else if ( message == "UNDER" )
        {
        llSetRegionPos(<45.21164, 161.45197, 34.00000>); // UNDER
        }
        
        //GO TO SPHERE1
        else if ( message == "SPHERE1" )
        {
             llSetRegionPos(<45.21164, 161.45197, 38.00000>);   // SHPERE ONE

        }
        //GO TO SPHERE TWO
        else if ( message == "SPHERE2" )
        {
             llSetRegionPos(<45.21164, 161.45197, 42.00000>);// SPHERE TWO
     
        }
        //GO TO SPHERE THREE
        else if ( message == "SPHERE3" )
        {
             llSetRegionPos(<45.21164, 161.45197, 46.00000>); // SPNERE THREE
     
        }
        //GO TO FARM
        else if ( message == "FARM" )
        {
        llSetRegionPos(<45.21164, 161.45197, 50.00000>);   // FARM

        }}


      
        llStopSound();
        

    llSleep(1);
        llResetScript();
    }}
        

  3. Holalala

    I'm trying to figure out why I keep getting a syntax error at this line:

                     listen( integer channel, string name, key id, string message

    Any help is much appreciated.   

    And I'd love to move the elevator car slowly but just moving the avatar to the correct level is all I need for now.

    Thankies

    xo

    pixels

     

     

    //elevator simple

    integer channel = -36903;

    default
    {
        state_entry() {
            llSitTarget(<0.15204, -0.06241, 1.08959>, <-0.00000, 0.00000, 1.00000, 0.00000>);
                    
        }
            
        changed(integer change) {
            if (llAvatarOnSitTarget() != NULL_KEY) 
            {
                llSay(0, "SELECT A DESTINATON!");
                llSleep(01);
                //ELEVATOR MUSIC", 0.5);
                    
                    
                llRequestPermissions(llAvatarOnSitTarget(),
                 PERMISSION_TRIGGER_ANIMATION); 
                } 
       
        }
        
        run_time_permissions(integer perm) 
        {
            string anim = llGetInventoryName(INVENTORY_ANIMATION, 0);
            if (anim != "") 
            {
                llStopAnimation("sit");
                llStartAnimation(anim);
                                
    //AVATAR SELECTS FLOOR FROM PANEL, CAR MOVES
        {
            llListen( -36903, "", NULL_KEY, "" );
        }
                
        listen( integer channel, string name, key id, string message 
            
    {
        //GO TO GROUND
        if ( message == "GROUND" )
        {     
                llSetRegionPos(<45.21164, 161.45197, 28.00000>);   // GROUND
        }
        
        //GO TO UNDERGROUND
        else if ( message == "UNDER" )
        {
        llSetRegionPos(<45.21164, 161.45197, 34.00000>); // UNDER
        }
        
        //GO TO SPHERE1
        else if ( message == "SPHERE1" )
        {
             llSetRegionPos(<45.21164, 161.45197, 38.00000>);   // SHPERE ONE

        }
        //GO TO SPHERE TWO
        else if ( message == "SPHERE2" )
        {
             llSetRegionPos(<45.21164, 161.45197, 42.00000>);// SPHERE TWO
     
        }
        //GO TO SPHERE THREE
        else if ( message == "SPHERE3" )
        {
             llSetRegionPos(<45.21164, 161.45197, 46.00000>); // SPNERE THREE
     
        }
        //GO TO FARM
        else if ( message == "FARM" )
        {
        llSetRegionPos(<45.21164, 161.45197, 50.00000>);   // FARM

        }}


      
        llStopSound();
        

    llSleep(1);
        llResetScript();
        
        

            }
        }
    }

  4. HI.

    I would like to mod this script from the Outworldz Free script library.

    It's a sky writer script that uses mouselook to position rezzed prims as you move your mouse around and write with prims.

    What I need is the object I wear to skywrite with will rez a single prim which I can then move with my mouse via mouselook.  This prim will have particles in it to "write" whatever in the sky.

    Not sure how to do this.

    I'd also like a script that would do the same only record the position of the object as I move it via mouselook.   - And would have an input to be able to change the time between each pathway point. Then when done, would dump all the data in chat that would be added to the script or a notecard to be read that would used for an automated version of the above.

    The automated skywriter would have touch/on off controls and would have a timer or sleep input to change the amount of time lapsed between the end and the restart.

    Here is the current skywriter script.  It lacked instructions but I figured out you have to put a prim in the skywriter to rez.  I // the arms animation as I don't have it.

    I've emailed Fred at Outworldz to see if there's something already in the library that does any of the above.

    In the meanwhile, any help with this is greatly appreciated.

    Thank you.

    xoxo

    pixels

     

     

    // :CATEGORY:Writing
    // :NAME:SkyWriter
    // :AUTHOR:Fred Beckhusen (Ferd Frederix)
    // :CREATED:2013-09-06
    // :EDITED:2013-09-18 15:39:03
    // :ID:780
    // :NUM:1068
    // :REV:1
    // :WORLD:Second Life
    // :DESCRIPTION:
    // Write on the sky with mouselook
    // :CODE:

    integer offset=88000;
    float zh;
    default
    {
        on_rez(integer a){
            llResetScript();
        }
        state_entry()
        {
            llOwnerSay("Press 'M' to go into mouselook. Then Hold the left Mouse Button to draw!!D");
            if(!llGetAttached())return;
            llSetTextureAnim(ANIM_ON+LOOP,ALL_SIDES,255,1,0,0,395+llFrand(75));
            llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION|PERMISSION_TAKE_CONTROLS);
            llTakeControls(CONTROL_ML_LBUTTON,1,0);
            vector pos=llGetAgentSize(llGetOwner());
            zh=pos.z*.5;
        }

        control(key id,integer on, integer change)
        {
            offset+=1;
            if(on&CONTROL_ML_LBUTTON){
                llRezObject(llGetInventoryName(INVENTORY_OBJECT,0),<0,0,zh>+llGetPos()+(<2.5,0,0>*llGetRot()),<0,0,0>,<0,0,0,0>,offset);
                //llStartAnimation("arm0");
            }
            if(~on&CONTROL_ML_LBUTTON&&change&CONTROL_ML_LBUTTON){
                llRezObject(llGetInventoryName(INVENTORY_OBJECT,0),<0,0,zh>+llGetPos()+(<2.5,0,0>*llGetRot()),<0,0,0>,<0,0,0,0>,offset);
                offset+=5;
               // llStopAnimation("arm0");
            }
        }
    }

     

     

  5. Hi

    Been wondering when we will hear back regarding our applications for exhibitors spaces for SL20B. 

    I submitted mine on the 5th of May, then asked about it about a week ago, was told they would not begin allocating spaces until the apps process closed on the 14th.

    Anyone received their exhibitor spaces yet?

    Are they being handed out chronologically based on the application date? 

    I usually pre-build as much as I can to work within time limits but helps to know what size & type of space & how many LI I may receive if I receive a space.

    TY.

    Looking forward to SL20B.

    20 years. Wow.

    Congrats Linden Lab.

  6. Hola!

    I have an animation that was not uploaded to loop. 

    I have a script I'm using that works great & has a cam position view, etc.  The animation plays then stops.

    What I need to add is code that that will continuously loop the animation until the avatar unsits/stands.

    I can't seem to find info on how to do this.

    Here is my current script:

    Where would I insert a loop until avatar unsits/stands command?

    Thank you.

    xoxo

     

    //Offset Position
    //ex: < 0.0 , 0.0 , 1.0 > = 1 meter above the object (z axis)

    vector offset = < -0.0,0.1 , -0.05>;

    //Degrees Rotation
    //ex: < 0 , 0 , 45 > = +45 degrees on the z axis

    vector deg = < 0 , 0 , 270 >;


    //Pie Option Text
    string text = "COOL";

    default
    {
        state_entry()
        {
            llSetSitText(text);
            deg *= DEG_TO_RAD; //convert to radians
            rotation quat = llEuler2Rot( deg ); //convert to quaternion
            llSitTarget(offset, quat);
            llSetCameraEyeOffset(<-0.0, -4.0, 1.0>);
            llSetCameraAtOffset(<0.0, 2.0, 0.>);
            
        }
        changed(integer change)
      {
        if (change & CHANGED_LINK)
        {

          if (llAvatarOnSitTarget() != NULL_KEY)
          {
            llRequestPermissions(llAvatarOnSitTarget(), PERMISSION_TRIGGER_ANIMATION);
          }
        }
      }
      run_time_permissions(integer perm)
      {
        if (perm & PERMISSION_TRIGGER_ANIMATION)
        {
          key av=llAvatarOnSitTarget();
          llStopAnimation("Wave_RHand 11.5");
          string animation="Wave_RHand 11.5";
          llStartAnimation(animation);
          llSleep(20);
       llClearCameraParams();llUnSit(av);llSleep(1);llResetScript();
        
        }
      }
    }

     

     

  7. Thanks for your reply.

    It's a problem because the follow script turns the object physical and physical objects can not be suspended in mid air as they fall because they are physical.

    And these objects need to be in place in mid air prior to avatars engaging with them.  

    Here is the annotated script I am using.  

    default
    {
        state_entry()
        {
            //Get the current position of the object.
            vector pos = llGetPos(); 
            
            //limit-stop obect rotations
            llSetStatus(STATUS_ROTATE_Z,FALSE); 
            llSetStatus(STATUS_ROTATE_Y,FALSE);
            llSetStatus(STATUS_ROTATE_X,FALSE);
            
            //Apply realworld physics.
            llSetStatus(STATUS_PHYSICS, TRUE);
            
            //Wait for 0.1 seconds.
            llSleep(0.1);
            
            //Get the key for the owner of this object.
            key id = llGetOwner();
            
            //Track the location of the owner and updates every 0.4 seconds.
            llSensorRepeat("",id,AGENT,20,2*PI,.4);
        }

            sensor(integer total_number)
        
        {
            //Get the location of object 0, (owner).
            vector pos = llDetectedPos(0);
            
            //Variable used to control the offset.      
            vector offset =<3,0,0>;
            
            //Calculating the offset from the detected position.   
            pos+=offset; 
            
            //Move to new position with 30% motion smoothing.               
            llMoveToTarget(pos,.3);                 
        }
    }
     

    I also have another script that makes an objet reactive to an avatar that doesn't require physics but it pushes the object away from the avatar.  I think I will have to use that and play wththe vectors and reverse then so it comes toward the avatar instead of away. 

    Still curious why physics is necessary for following.

  8. Hola!

    I have several object follows avatar scripts - slightly different but all have this line to set the prim to physics:

            llSetStatus(STATUS_PHYSICS, TRUE); 

    Problem is, I need the objects I'll be putting the script in to not be physical as they will be suspended in mid air when reacting to avatars. 

    While the object will follow an avatar from the ground up if the avatar flies up, that's not gonna work.

    When I remove set to physics, the object no longer follows. 

    So two questions:

    1. is setting the object to physical necessary and why and  if so

    2. is there a workaround from setting the object to physical? 

    Thanks for your help. 

    xo

    pixels

     

     

     

     

     

  9. 24 minutes ago, EliseAnne85 said:

    1)  - PREMIUM.  This one could be important.  I would like a Premium membership but with versatility as I'd like a Premium package tailored to a builder's need.  Premium is the one I've been thinking of that could improve SL but they'd have to have an auto-pay set up that bills once a month on one particular day of each month only, say the 15th of every month for example (no exemptions) as I've been screwed up by auto-pay things billing me twice in one month in the past and present.  

    I pay monthly for my premium membership - and am billed on the same day of each month and have been or years.  I also pay via paypal so it sets up the auto pay.   It costs more tho paying month to month than an annual membership.

    • Thanks 1
  10. Short version: Do better Linden Labs and stop passing the buck.

    Long version.  Grab a beverage and some snacks and settle into your comfy chair.

    So LL hired some marketing guy they're prolly forking over a lot $$$ to and yet I see nothing anywhere about SL in the press, on social media, etc., other than things written by residents.

    Truly LL has repeatedly failed in this regard and it's no surprise that retention doesn't pan out and attrition increases. And this affects their bottom line.

    As someone pointed out earlier, SL needs more cash cows (residents) and I have yet to see effort on LL's part to successfully drive that.

    I worked in PR & marketing at a major entertainment company so I know a little bit about getting eyes on your brand and product and motivating people to leave the comfort of their homes , drive, park, pay for a ticket, buy snacks and sit in a theatre for two hours.  Even with streaming the studios still generate huge profits. Getting butts in the seats kept us employed as well as other streams of revenue from different divisions. Continuity of product quality and building brand trust matters. And above all, getting the word out everywhere.

    I've been in SL long enough to see some colossal missteps LL has taken that drove people out. 

    > The great homestead bait & switch in which LL offered homesteads for $75 USD then realized they screwed up and reversed it.  That pissed off A LOT of folks in SL, many left and it kicked off major trust issues with LL.

    > The TOS copyright update sent more people away. over concerns about their copyright to their original content.

    > Massive layoffs of LL employees - many who used to be present in SL and interacted regularly with residents.  That created a sad ghostly pall over SL and subsequent interactions with LL employees were and still are few and far between.

    > Sansar.  LL's biggest FUBAR yet.  I mean, when you know going in that Apple product users would not be able to access Sansar as well as quite a few SL residents who could not afford to upgrade their computers to access it in addition to the inability to transfer content you spent a crap ton of RL dollars acquiring in SL, that would seem to me, at least, to be a deal breaker in going forward with a new VR world that 86'd over half your users.  And as many predicted, Sansar died a spectacular death.

    > Offering new Linden homes to Premium members but not having anywhere near enough to go around and making residents s scramble and compete to get one instead of doing a lottery or some other fair way of allocating the limited number of Linden homes.

    > Toying with the LL land prices, currenciy and fees. 

    I get that LL is a business with overhead and salaries, etc., but it has been incredibly profitable especially given that it operates on the fringes of entertainment.  And that's still an issue.

    When people hear "Second Life" they either have no clue what it is or have read some stupid myopic review that focuses on some sordid aspects of SL.  I took some numpty journalist to task for writing a stupid review article of SL - he saw only a fraction of SL and whoever his "guide" was didn't know ***** but they sure managed to find the adult stuff ASAP. This dumbass article appeared in a major outlet.

    This goes back to SL's lack of marketing and PR.  The ONLY positive and informational articles I see about SL come from Hamlet's blog that I periodically catch via my FB feed or from other inworld or Opensim blogs that pop up randomly.  The SL website should have a page devoted to these blogs and positive articles about SL.

    When I'm not getting suspended on Twitter for telling Nazis to self deport from earth, I see a lot of push for that 8 bit looking VR world called the Sandbox that is a crypto crap trap that has some relationship with Snoop Dogg and a few other high profile peeps. I will post replies on Sandbox's Twitter feed about how SL is a far better VR world visually and has a significant commerce sector and entertainment and so on.  I feel I should say something since no one at LL is.

    I have never seen any push for Second Life. None. Just stuff from those associated with SL whom I follow but now mostly nothing since Twitter 's new man-baby owner has tinkered with the algorithms and forced hate posts from white supremacists and the rest of #TinyDickNation into your feeds.  I don't know what it takes to boost your feed and be heard on social media but it's where people go to find out about things via info blasts. So LL, why aren't you blasting like crazy on Twitter, FB, Instagram. TikTok, Discord and all the other social media sites?.  Where are your influencers ?  (I said that out loud despite my reluctance to say influencer.)

    Anyway, LL can increase revenue without nickle and diming residents who drop their limited budgeted RL cash into keeping SL and its merchants and entertainers afloat and paying that marketing guy's salary, among other expenses.. COL has increased everywhere so if LL wants to keep folks actively engaged in SL, they need to offer better incentives for residents to continue to hand over their hard earned moolah.

    Offering deals to Premium Plus members but none to Premium members who have been loyal for years smacks of exclusionary richy rich BS.   LL could just have easily plugged those extra perks into Premium memberships and lots of folks would have signed up.  And it's a great incentive and affordable.  

    As for improving Second Life...

    The move to the Amazon server farm was supposed to be more economical and save LL $$$ and operate more efficiently but I've yet to see those results.  I don't bork as much going over sim crossings but I seem to crash a lot more when teleporting.

    There are things on the Jira that have been languishing there for years that would vastly improve certain features of SL. 

    I've been hearing about SL developing brand relationships but I've yet to see anything truly pan out.  There is so much potential here but apparently there is a lack of imagination or motivation or an inability to see it from the perspective of those who have invested a significant amount of time in SL. 

    I could see giving someone like Snoop a sim in exchange for promoting SL and the zany potential that would have.  He could link VR products back to his RL products.  I recently created a mesh book that does this for a friend in SL who just released a novel on Amazon.  Snoop's Island could definitely bring in his followers and adjacent sims and homesteads could be purchased for far less than what Sandbox land costs though as noted, Sandbox is crypto driven so that currency is insanely inflated and as unstable as a drunk clown on stilts on top of a ball a seal is juggling.  SL currency seems stable - I've not worried about it in the 15 years I've been using it -  and as long as it doesn't get greedily inflated, it works for everyone. 

    So this meandering reply to LL can be summed up as this: Stop passing the costs on to SL residents that you've incurred because your profits are going south while you do zip to increase revenue via bringing more people into SL.  Make their first experience as good as possible. Ensure that every newly spawned visitor's first impression is one that introduces them not only to the "how to's" of SL but to snippets of everything they can discover here.  Make sure there are LL employees and/or LL approved volunteers to help new residents and who can ding griefers out the arrival areas. This is super simple stuff. 

    And for the love of everything Second Life, LL get off your keisters and blast out positive messages about SL at every opportunity like you were LDS evangelicals telling strangers about the good news.

    Make it easy for residents who also spend their limited time here to find out in a time efficient way what is happening in SL and not just via the viewer or website. Create some really cool one stop info places to go to that have freebies and info kiosks about all the different things SL residents can do and types of events and places to shop and art and educational spaces and support groups and so on. 

    And reach out to some high profile folks and bring them into SL - assign them a LL employee to help get them up to speed and help arrange events, etc.. Once they are settled in, give them a special concierge connection to assist them if needed.  There are a variety of opportunities here.

    Making SL better for everyone and expanding its reach and growing its users makes SL more profitable for LL and merchants and entertainers, can help to lower land costs and generates more fun, interesting and positive experiences for all.

    I have ideas if you are interested.  As do a lot of SL residents. Talk to us.

    And apologies for my typos. As for any colorful words, that's mah lingo.

    xoxo

     

    • Like 5
    • Thanks 5
  11. Hola!

    This is new and annoying and disturbing.

    I'm using FS viewer Firestorm version 6.5.6.66221 (6.5.6.66221) on a Macbook Air.  I realize this is not the SL viewer but as they have a lot of the same basic features, thought someone would have the answer to this

    I don't how this started yesterday but now when I take a snapshot and save to disk, it chats in local the save location on my computer which is so not okay as it reveals personal info like this:

    [11:50] Snapshot saved: /Users/MY PERSONAL COMPUTER DRIVE NAME/Desktop/photo_019.png
    [11:50] Snapshot saved: /Users/MY PERSONAL COMPUTER DRIVE NAME/Desktop/photo_020.png

    How did this happen and how do I turn this off?

    Thank you.

    pixels xo

     

     

  12. Thank you, Quistess.  It's still confusing to me but I kinda get the who is the object going to attach to issue,  

     

    Seems to me the person touching the giver (wine bottle) should be recognized as the receiver of the object (glass)  to attach - like a giver script works when it sends the person who touched the giver an object into their inventory. Simple.  lol

     

    I have purchased things that do this - touch a tray of cookies or a wine bottle and it either auto attaches a cookie or glass of wine bc it likely has some experience thing set up via AvSitter or it asks for permission to attach.  Both totes skip the rez step.

  13. Hiya All!

    So I have this temp attach script (below) that works on touch.  I put it in a wine glass so it temp attaches to an avatar on touch. Fabulous.

    Now I have a wine bottle that you touch and it rezzes the wine glass with the temp attach.

    But you have to touch the wine glass to get it to temp attach. 

    What I'd like to do is replace the touch start in the wine glass attach script with on_rez so when the wine glass is razzed, it triggers the temp attach stuff.  I tried replacing touch start with on_rez but it borks bc there is already an on_rez in the script. 

     

    I also need to add a start/stop animation for the drinking animation when the glass is attached.

    And add a die in 15 secs if the wine glass sits bc an avatar denied the temp attach perms.

     

    So how do I get the wine glass attach script to run when the glass is rezzed? 

     

    Here is the script.  

    default
    {
        touch_start(integer num_touches)
        {
            llRequestPermissions( llDetectedKey(0), PERMISSION_ATTACH );
        }

        run_time_permissions( integer vBitPermissions )
        {
            if( vBitPermissions & PERMISSION_ATTACH )
            {
                llAttachToAvatarTemp( ATTACH_LHAND );
            }
            else
            {
                llOwnerSay( "Permission to attach denied" );
            }
        }

        on_rez(integer rez)
        {
            if(!llGetAttached())
            { //reset the script if it's not attached.
                llResetScript();
            }
        }
    }

     

     

    thank you!

    xoxo pixels

  14. Hiya,   

    I have a question about linking mesh + SL prims and the resulting LI.  

    I created a building linking  a mix of of mesh elements and SL prim elements.  The SL prim is the root.

    The LI says 84.  However, when I edit the build in the features tab and toggle from prim to convex  hull and back to prim, the LI drops to 17 which is the total number of objects each which is 1 LI.  

    Fabulous! 

    Until I tp off the sim or relog then it goes back to 84 and I have to reset again via that toggle.

    This also happened with some other linked mesh+SL prim combos that went from 9 LI to 3 LI then back to 9 after I relogged.

    Why does the LI so wildly fluctuate when I tp/log off/on and how how do I fix it to remain at the lower LI?

    And how does this affect the parcel object count?

    Thank you. 

    xo 

     

  15. I have build/edit unchecked. 

    It does not disable the pointing arm in build-edit mode.  

    As the pointing arm thing is a basic aspect of the viewers and the viewers are built and updated to the SL viewer, I would hope this fix would be implemented across all viewers but I'd be happy to see it go away on SL official and Firestorm.  

    Pointing arm should be an option, not the default.

    I'll put in a Jira for this - unless there's a debug command that can switch it off. 

     

     

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