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Pixels Sideways

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Everything posted by Pixels Sideways

  1. 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
  2. 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.
  3. 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
  4. 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
  5. "Under privacy...don't send my selection target hints" Yay!!!! That fixed it. Thank you Rowan. xoxo
  6. Since I'm using Firestorm, I tossed in a couple of stand animations in the FS AO and that fixes it for the most part by overriding the default animation, It should still be a simple on/off toggled in the viewer.
  7. 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.
  8. Hiya! Is there a way to turn off / stop / disable that annoying Nazi-esque salute looking arm pointing animation that is activated when you're in edit mode? I use Firestorm but would hope this on/off switch would be universal to all viewers. Thank you.
  9. Hi again. I keep thinking, yay, I;m done until... So this script works fine. The ball dies when the avatar un-sits so there are not balls left lying around. However, when I went to add a last minute thing to my SL19B build, I found a bunch of balls that had been razzed but not sat on. So I need to add a die in 10 secs if the ball is razzed but not sat on. I'm not sure how to do this and where it goes. I'm assuming it would be another -- else -- but not sure what i need to add to that to kill the ball if it's razzed but no one sits. Thank you for your help! xo pixels // SL19B V2 ROLER BALL /////////// USER SETTINGS //////////////////// //string floattext = "Sit Here"; string sittext = "SIT & ROLL!"; //vector textcolor = <1,1,1>; vector sittarget = <-0.01,-0.2,-0.25>; vector sitangle = <0.0,0.0,0.0>; //float gap=30.0; //////////// BEGIN SCRIPT //////////////////// rotation sitrotation; default { on_rez( integer sparam ) { llResetScript(); } state_entry() { sitrotation = llEuler2Rot(sitangle * DEG_TO_RAD); // convert the degrees to radians, then convert that vector into a rotation llSitTarget(sittarget, sitrotation); //llSetText(floattext, textcolor, 0.8); llSetSitText(sittext); } changed(integer change) { if(change & CHANGED_LINK) // If someone has sat on, or "linked," to this prim... { key avataronsittarget = llAvatarOnSitTarget(); if( avataronsittarget != NULL_KEY ) //Someone is sitting on the object { //llSetText("", textcolor, 0.8); llSetStatus(STATUS_PHYSICS, TRUE); llCollisionSound("", 0.0); llSay(0, "Hello! Enjoy your ride! Watch out for the Chompers...!"); //llSetLinkAlpha(LINK_SET,0,ALL_SIDES); // Turn Invisible // Before animating, first check if we have permission to do so: if ((llGetPermissions() & PERMISSION_TRIGGER_ANIMATION) && llGetPermissionsKey() == avataronsittarget) { // If we do, we can animate: llStopAnimation("sit"); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); } else { // If we dont, ask for them: llRequestPermissions(avataronsittarget, PERMISSION_TRIGGER_ANIMATION); // We'll animate in the run_time_permissions event, which is triggered // When the user accepts or declines the permissions request. } } else //stood up { llDie(); //llSetText(floattext, textcolor, 0.8); //llSetLinkAlpha(LINK_SET,1,ALL_SIDES); // Make Visible } } } run_time_permissions(integer perm) { if(perm) { llStopAnimation("sit"); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); } } }
  10. oooooohhhh thank you so much, Mollymews!!!!!. That fixed everything. Including the 2nd object repeat cycle. 🙂 I figured out the unsit. happy dancing. xoxoxoxo
  11. Hello: I have an object that when you sit on it, it moves. It works ok except I get an error message when the avatar stands. Ideally I'd like to boot the avatar off after the object returns to its start position and is done moving. This is the error message: Object: Unable to find specified agent to request permissions. How do i fix that and how would I auto "stand" the avatar after the object finishes moving? this is the sit script - the //commented out parts relate to another object pos / scale i used to calculate simultaneous movement. integer channel = -27369; default { state_entry() { llSitTarget(<-0.12048, -0.24196, 0.17443>, <0.06935, -0.00361, -0.64607, 0.76011>); } changed(integer change) { if (llAvatarOnSitTarget() != NULL_KEY) llSay(0, "IT'S GO TIME!"); llSleep(01); llSay(channel,"gogogo3"); llRequestPermissions(llAvatarOnSitTarget(), PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer perm) { string anim = llGetInventoryName(INVENTORY_ANIMATION, 0); if (anim != "") { llStopAnimation("sit"); llStartAnimation(anim); //starting position X // llSetScale(<1.00000, 1.00000, 0.5>); llSetRegionPos(<217.05243, 193.47339, 22.83974>); //<217.05243, 193.47339, 22.60000> llSleep(5); //position 2 UP X // llSetScale(<1.00000, 1.00000, 1.0>); llSetRegionPos(<217.05243, 193.47339, 23.3000>); //llSetRegionPos(<217.05243, 193.47339, 22.8000>); llSleep(5); //position 3 UP X // llSetScale(<1.00000, 1.00000, 2.0>); llSetRegionPos(<217.05243, 193.47339, 24.05000>); //llSetRegionPos(<217.05243, 193.47339, 23.3000>); llSleep(5); //position start - return to startposition X //llSetScale(<1.00000, 1.00000, 0.5>); llSetRegionPos(<217.05243, 193.47339, 22.83974>); //llSetRegionPos(<217.05243, 193.47339, 22.60000>); llSleep(5); } } } Also... the listen in the sit script triggers another object that grows-moves in tandem. It works except when the avatar stands. it runs through another move- grow cycle then stops which i don't want to happen. So how do I stop it after the avatar stands? This is that script: vector startingSize=<1.00000, 1.00000, 0.5>; vector startingPos=<217.05243, 193.47339, 22.60000>; default { state_entry() { startingSize = llGetScale(); startingPos = llGetPos(); llListen( -27369, "", NULL_KEY, "" ); } listen( integer channel, string name, key id, string message ) { if ( message == "gogogo3" ) //starting position llSetScale(<1.00000, 1.00000, 0.5>); llSetRegionPos(<217.05243, 193.47339, 22.60000>); llSleep(5); //position 2 UP llSetScale(<1.00000, 1.00000, 1.0>); llSetRegionPos(<217.05243, 193.47339, 22.8000>); llSleep(5); //position 3 UP llSetScale(<1.00000, 1.00000, 2.0>); llSetRegionPos(<217.05243, 193.47339, 23.3000>); llSleep(5); //position start - return to start position llSetScale(<1.00000, 1.00000, 0.5>); llSetRegionPos(<217.05243, 193.47339, 22.60000>); llSleep(5); } } I need to sort this out today as it's for the SL19B event and need to have it working by end of today. I can work with it as it is but it is kinna sloppy with the error message and double cycle thing and would like to fix those things.. Thank you for your help. pixels xo
  12. Thank you Tessa. I copied that and put it in a script. When I saved, got a syntax error message on this line llSetPos(ground+*z*0.5);
  13. Thank you, Quistess. I am confused how and where that plugs in and/or replaces parts of the scrip I posed. The linked set was if I used two identical mesh objects that were just planes then flipped the normals on one and sandwiched them together to reduce LI. For now the single mesh pillar I am using is working. After my OP I tried this basic scale script I got from the wiki and tweaked it.. I'm using touch for testing. This final version be activated by a listen event when an avatar sits on a cube that is positioned at the top. //vector startingSize=<0.5,0.5,1.0>; default { state_entry() { //startingSize = llGetScale(); } touch_start(integer i) { //starting position llSetScale(<1.00000, 1.00000, 0.08887>); llSetRegionPos(<218.49600, 175.48830, 3000.74146>); llSleep(5); //position 2 llSetScale(<1.00000, 1.00000, 1.71582>); llSetRegionPos(<218.49600, 175.48830, 3001.55493>); llSleep(5); //position 3 llSetScale(<1.00000, 1.00000, 3.71973>); llSetRegionPos(<218.49600, 175.48830, 3002.55688>); llSleep(5); //position 4 llSetScale(<1.00000, 1.00000, 2.88501>); llSetRegionPos(<218.49600, 175.48830, 3002.13965>); llSleep(5); //position 5 llSetScale(<1.00000, 1.00000, 5.80469>); llSetRegionPos(<218.49600, 175.48830, 3003.59937>); llSleep(5); //position 6 llSetScale(<1.00000, 1.00000, 8.14282>); llSetRegionPos(<218.49600, 175.48830, 3004.76855>); llSleep(5); //position 7 llSetScale(<1.00000, 1.00000, 12.26074>); llSetRegionPos(<218.49600, 175.48830, 3006.82764>); llSleep(3); //position 8 - return to startposition llSetScale(<1.00000, 1.00000, 0.08887>); llSetRegionPos(<218.49600, 175.48830, 3000.74146>); llSleep(5); } It works using set region and specific scale for each increment; It's a colossal PITA because I have to script each pillar specifically to its region location. In a perfect world, it would work with setting an original position and scale up on one side in increments on z axis without moving the base. So the pillar could be placed anywhere and it would work. That's what I thought the scalebyfactor code could do. I also tried getpos setpos but because the pillar stretched on both ends, it moved the base down. I tried to offset that by changing the position amounts but it was too hit or miss. It would need the z axis to scale on one side in only one direction - up - like you can do manually with build tools that allow scaling of one side when you uncheck "stretch both sides"?
  14. HOWDEE I'm looking at an example of scaling a mesh object using llScaleByFactor I need to config the script so it scales a mesh pillar - that may be a linked set - upward on the z axis and in one side direction - up - only so the pillar base doesn't move and remains in place. This will be activated by listen from another object that an avatar sits on. This is my edited test script from the wiki for llScaleByFactor. It scales the entire pillar on all xyz axis. // Touching this script causes the object to double in size three times integer growing; default { state_entry() { llSay(PUBLIC_CHANNEL, "Touch to scale."); } touch_start(integer num_detected) { growing = !growing; float min_factor = llGetMinScaleFactor(); float max_factor = llGetMaxScaleFactor(); llSay(PUBLIC_CHANNEL, "min_scale_factor = " + (string)min_factor + "\nmax_scale_factor = " + (string)max_factor); integer success; if (growing) success = llScaleByFactor(2.0); llSleep(3); if (growing) success = llScaleByFactor(2.0); llSleep(3); if (growing) success = llScaleByFactor(2.0); else success = llScaleByFactor(0.0); if (!success) llSay(PUBLIC_CHANNEL, "Scaling failed!"); } } HERE IS THE WIKI LINK: https://wiki.secondlife.com/wiki/LlScaleByFactor thank you xoxo
  15. Oh... One other question. >>> When I set the status and gravity, does that affect the linked set or do I have to add the link set parameters? And interesting re hover height from sim. Do you use the z location values of the object to do that? What happens when the sim restarts?
  16. Howdy: I'm trying to figure out how I can suspend in mid air a linked object I've scripted to be physical and limit its rotations. Unlike regular prims, objects with physics fall. I need to stop it from falling. The regular prim setting doesn't work because I need the linked object to be physical and collision "bat" around other objects that are also physical. Thank you. xoxo pixels
  17. Thank you Henri Beauchamp for the explanation. And thanks to everyone who responded. I see this as a fault in the SL system - whether razzed or attached to avatar or HUD, permissions should be consistent and always function the same way. When I add the no mod notecards to my razzed full perm prim and take it back into my inventory. the prim will become no mod as Henri pointed out and yet I can still add as a HUD and look at the contents. I just can't add anything when the prim is worn.. So it should be able to do likewise - add any type of perm content if the prim is worn as a HUD or attached to my avatar. Not sure if this is something @Linden Lab can fix/update. I'll submit a Jira if there is not one already. The point of this is being able to consolidate inventory items into prim boxes in areas where one does not have rez rights. Residents who have large inventories would understand what a game changing convenience this would be regarding inventory management. Or anyone for that matter especially when one collects free gifts at events like the SL Shop n Hops, Advents, etc., and does not want to open right away and clutter and increase their inventory.
  18. Of course that would be the regular method. I still want to be able to move my inventory content into the attached HUD without rezzing and if not, if I have to rez the HUD prim, I want the script to do the not so heavy lifting bc LSL can do lots of cool things.
  19. Hiiii So I am trying to wrangle my insanely large inventory. I have thousands of notecards, many which I can delete but need to look at them first. To better manage this in the interim, I created a simple full perm cube with a full perm hover text in it to wear as a HUD. So, for example, I can wear the HUD which I named after a shop - let's say Pixels Playhouse. I edit my script inside to add the name to the hover text. I have 50 Pixels Playhouse notecards which are full perm. I grab them all and slide them into my HUD, then delete them from my inventory . Voila! Chef's kiss. I detach the HUD that now has all my note cards. I've reduced my inventory by 49 items. I can reattach and add notecards as I receive them in the future. This allows me to work in no rez areas if need be. Plus I don't create duplicates by rezzing. What a nifty idea Pixels. Yes, i thought so until I tried to do the same with notecards that are no mod. I cannot slide from my inventory no mod notecards into the attached HUD's contents. I can, however, rez the HUD prim on the ground and slide them into the prim with no issue. But taking this back into my inventory means I now have this new version in addition to the previous version. What a PITA! My inflated genius has been dashed onto the rocks of my hubris. So whyyyyyyyy does SL mock block me re no mod or no mod/no copy or variations on perms when placing items - in this case notecards - in an attached HUD prim but has no issue moving same items into a rezzed prim? Either I am not doing something with key combos or Linden Labs should fix this since this HUD storage box solution enables us to create and manage storage boxes and content without having to rez or duplicate the storage boxes. Anyone know why this is set up like this and if there is something I am unawares of to make this work? If I could get this to work regardless of the item's perms. I would do this with other items in my inventory like textures which would significantly reduce my inventory and make is far more manageable. I could even spend more time hanging out at your events while I work on my inventory! Win/win! If I can't get the no mod no copy items to move seamlessly into the attached HUD and I have to rez it, , I'd like to add some code to the script that aromatically updates the object name + adds the date/time. I will ask about that on the scripting forum section unless someone wants to add it here. Thank you. xo pixels sideways / Moon Mittens
  20. Happy Belated Rez Day Fluffy and TY for your help. Hope everyone has a fabulous New Year. xoxo
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