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Sion Pearl

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Posts posted by Sion Pearl

  1.  


    Ceera Murakami wrote:If I meet "Paul J. Franklin" in-world, and I am still on the old 1.23.5 Viewer, I would see you as ""PaulJFranklin29 Resident". With a display names capable viewer, I would see you as "Paul J. Franklin (PaulJFranklin29)".

    I have usernames turned off, so I'd see him as Paul. J. Franklin. Even with usernames turned off, you still see the username if you mouseover a resident. I am not sure I understand why usernames are such a big deal.

     

     

  2.  


    Darkie Minotaur wrote:

    Very roughly speaking, this is it. To adjust Rolig's Pose Stand, you would have to:
    • change the permission requesting mechanism, since in your case it's an attachment and not something you sit on
    • add the dialogs

     

     

    I shall have to find out how to add dialogues. As for the permission requesting mechanism, am I right in thinking it's to do with this line: 

     

    agent = llAvatarOnSitTarget();

    But what to? And I am right in thinking this bit should be deleted?

    	run_time_permissions(integer parm)
    {
    if(parm == PERMISSION_TRIGGER_ANIMATION)
    {
    llStopAnimation("sit");
    llSetAlpha(0.0,ALL_SIDES); //Make the pose stand invisible
    llSetObjectName("");
    llStartAnimation(CurrAnim);
    And...
  3.  


    valerie Inshan wrote:

    :smileyvery-happy: It doesn't surprise me yet I am amazed by your pictures! Incredible colours, so shiny and vibrant! And you definately have the most outstanding avatar I've ever seen! This is brilliant!

     

    Aw, thank you!

    I just make an avatar for me. But then, don't we all? :)

  4. Well, all I'm really after is a thing that I can type a chat command into or get a menu for, or both, and it'll pose me.I have other stuff that'll do hugs and stuff, so although they're nice, I can dispense with those.

    The way OpenCollar works is that if you click the device or type /1 xxmenu into chat, where the letters xx are your initials, you get a hierarchical menu (the top-level buttons are animate, leash, rlv, owners, help/update, add-ons, some others), or you can type /1 xxnameofanimation and bang, you play the animation.

    My scripting skillz are, as you are probably aware right now, so basic it's not even funny. An attachment version of Rolig Loon's Multipose Stand might be adequate, actually, but I am not sure I know how to convert that.

  5. I'm lazy. I have a bellybutton ring I made and what I wanted was a thing that I could use to apply poses to my avatar for photos without needing to rez a pose stand or go to my inventory.

    So what I did was make a tummybutton ring and put opencollar scripts into it, plonk, like that, because opencollar has this awesome thing where you can apply poses to your av through menu and chat commands, and if you take out the creepy SnM poses and put in model poses, it's pretty cool, and it's got some (admittedly rather clunky) couple anims too, if you want to kiss or hug someone. 

    But the thing is, that's not idea because I don't use an RLV-enabled viewer, which means the thing is sub-optimal in terms of my client's framerate (and, I suspect, general lag too, although I don't know that for sure), and because there are piles of scripts in it that I have no intention of ever using (leash, for instance, or owner, or any of the rlv stuff that I can't use anyways because I am using 2.6, or the thing that asks the OpenCollar servers for updates).

    Question then is, to what extent is it possible to strip scripts out of an opencollar attachment? I mean, can I just delete the ones that I don't want  (leash, update, the RLV ones) and leave the ones I do want (anims, menu) or are they all interconnected? Will deleting scripts without editing the remaining ones break the thing? What can go? What can't?

    Or is there an easier option for the non-proficient scripter?

  6. D'oh! Of course!

    So. How does this look?

     

    //This is a collision of lines from some online library and Darkie Minotaur's awesome script. Please tell me if it's going to work!  

    integer giVisible = 1;

    switchVisible(vector col, float glow, float alpha) {
    integer i;
    for(i = 1; i <= llGetNumberOfPrims(); ++i) {
    if (llSubStringIndex(llList2String(llGetLinkPrimitiveParams(i, [PRIM_NAME]), 0), "glow") > -1) {
    llSetLinkPrimitiveParams(i, [PRIM_GLOW, -1, glow, PRIM_COLOR, -1,col, alpha]);

    }

    }
    }

    default
    {
    state_entry(){
    llListen(9, "",llGetOwner(), "" );
    }
    listen(integer channel, string name, key id, string text)
    {
    if(text=="hide"){
    switchVisible(<1, 1, 1>, .15, 0.4);
    }
     giVisible = 1;
    if(text=="show"){
    switchVisible(<1, 1, 1>, 0, 0.0);
    }
    giVisible = 0;
    }
    if(llDetectedKey(0) == llGetOwner())
    {
    touch_end(integer num_detected) {
    if(giVisible == 0) {
    switchVisible(<1, 1, 1>, 0.15, 0.4);
    } else {
    switchVisible(<1, 1, 1>, 0.0, 0.0);
    }
    giVisible = !giVisible;
    }

    attach(key id) {
    switchVisible(<1, 1, 1>, 0.0, 0.0);
    giVisible = 1;
    }
    }
    }

     

     

  7. Thanks, guys! ;


    PeterCanessa Oh wrote:Bit I just don't understand: Why are the settings in the attach() event-handler different to the show/hide ones?  I take it there's a reason, but it's not obvious just from the script.

    This is because I do not know what I am doing. So the settings should be the same, right?

    I am not one who relly knows how these scripts work beyond the most general theory. Not a newb to building, compleat newb to scripting.

     

  8. Darkie Minotaur, in this previous thread, helped me out no end and I got an amazing script that, with no lag or anything, makes stuff proper vanish when you touch the object, and do it well and efficiently, which is important, given that there are popular clothes makers (naming no names) who still insist on scripting stuff so that you have like thirty prims, all listening on maybe /1 with scripts running in every single one!

    But I thought, I have four items now (visor, collar, bracelets), and they've all got similar glowy bits that I might want to turn on and off and while I love that I can touch them and they go zap and vanish, having the four items listening on say, /9, and typing /9 show or /9 hide and having them all go at once would be awesome; likewise, being able to turn on or off one at at a time is also great.

    So, here is my very first attempt at proper script construction, made by colliding Darkie Minotaur's script with rules gleaned from an exemplar I found on an online repository.

     

     

    //This is a collision of lines from some online library and Darkie Minotaur's awesome script. Please tell me if it's going to work!  

    integer giVisible = 1;

    switchVisible(vector col, float glow, float alpha) {
        integer i;
        for(i = 1; i <= llGetNumberOfPrims(); ++i) {
            if (llSubStringIndex(llList2String(llGetLinkPrimitiveParams(i, [PRIM_NAME]), 0), "glow") > -1) {
                llSetLinkPrimitiveParams(i, [PRIM_GLOW, -1, glow, PRIM_COLOR, -1,col, alpha]);
                
            }
            
        }
    }

    default
    {
    state_entry(){
            llListen(9, "","", "" );
    }
         listen(integer channel, string name, key id, string text)
        {
            if(text=="hide"){
                switchVisible(<1, 1, 1>, .15, 0.4);
                             }
            if(text=="show"){
                switchVisible(<1, 1, 1>, 0, 0.0);
             }     
             giVisible = !giVisible;
        }
    touch_end(integer num_detected) {
             if(giVisible == 0) {
                 switchVisible(<1, 1, 1>, .15, 0.4);    
             } else {
                 switchVisible(<1, 1, 1>, 0, 0.0);    
             }
             giVisible = !giVisible;
        }
        
        attach(key id) {
            switchVisible(<0, 0, 0>, 1.0, 1.0);
            giVisible = 1;
        }
    }

     

     

    By the way, just so you know it's not all theoretical, these are the items I am talking about, as modelled by my avie: the visor is invisible, but you can still see the head gems that are also part of the attachment. Likewise the shiny metal collar and wristbands stay when the glowy bits vanish.

    gravesmashup

    And here's the visor when it's on:

    avie.jpg

    • Like 1
  9. I have a premium account that I signed up for about a year after I joined SL. I got the signup bonus.

    I fail to see why you can't have multiple premiums though. I mean, the L$1000 and the L$300 stipend aren't actually going to put you in profit, even if it's an annual one.

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