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Magra Morlim

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Posts posted by Magra Morlim

  1. Hello people,


    i want to make this script fit to my needs, its a free script but I need it that it only listens to OWNER.

    Atm it listens to everyone. Trying to get that work a whole day now....near desperating...pls help me :matte-motes-dont-cry:

    // Script Name: Texture_switcher_for_many_textures.lsl
    // CATEGORY: Texture
    // CREATED: 2011-10-06 15:56:27.900
    // EDITED: 2011-10-06 15:56:27.900
    // AUTHOR: Ferd Frederix
    // COMPATIBILITY: Second Life
    
    // Texture switcher with many levels of menus
    
    // Downloaded from : http://www.free-lsl-scripts.com/cgi/freescripts.plx?ID=880
    
    // This program is free software; you can redistribute it and/or modify it.
    // Additional Licenes may apply that prevent you from selling this code
    // You must leave any author credits and any headers intact in any script you use or publish.
    
    // If you don't like these restrictions and licenses, then don't use these scripts.
    
    //////////////////////// ORIGINAL AUTHORS CODE BEGINS ////////////////////////////////////////////
    
    
    // Texture switcher with many levels of menus
    integer i = 0;
    integer currentPos = 0;
    
    integer listener;
    integer MENU_CHANNEL ;
    
    // opens menu channel and displays dialog
    Dialog(key id)
    {
    	list MENU1 = [];
    
    	// count the textures in the prim to see if we need pages
    	integer c = llGetInventoryNumber(INVENTORY_TEXTURE);
    	if (c <= 12)
    	{
    		for (i = 0; i < c; i++ ) {
    			MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i);
    		}
    	}
    	else
    	{
    		for (i = 10 * currentPos; i < (10 + (10 * currentPos)) ; i++) {
    
    			// check to make sure name <= 24, or else the menu will not work.
    			string aname = llGetInventoryName(INVENTORY_TEXTURE, i);
    			if ( llStringLength(aname) >24)
    			{
    				llOwnerSay("The texture  named " + aname + " has too long of a name to be used, please give it a shorter name <= 24 characters ");
    			}
    			else
    			{
    				if (i < c ) {
    					MENU1 += aname;
    				}
    			}
    		}
    		MENU1 += ">>";
    		if (currentPos != 0)
    			MENU1 += "<<";
    		else
    			MENU1 += "-";
    	}
    
    
    	MENU_CHANNEL = (integer) (llFrand(10000) + 10000);
    	listener = llListen(MENU_CHANNEL, "", NULL_KEY, "");
    
    	llDialog(id, "Select one object below: ", MENU1, MENU_CHANNEL);
    }
    
    default
    {
    	on_rez(integer num)
    	{
    		// reset scripts on rez
    		llResetScript();
    	}
    
    	touch_start(integer total_number)
    	{
    		// display the dialog
    		Dialog(llDetectedKey(0));
    	}
    
    	listen(integer channel, string name, key id, string message)
    	{
    		if (channel == MENU_CHANNEL)
    		{
    			llListenRemove(listener);
    			if (message == ">>")
    			{
    				currentPos ++;
    				Dialog(id);
    			}
    			else if (message == "<<")
    			{
    				currentPos--;
    				if (currentPos < 0)
    					currentPos = 0;
    				Dialog(id);
    			}
    			else
    			{
    				// display the texture from menu selection
    				llSetTexture(message, ALL_SIDES);
    
    			}
    		}
    	}
    }
    
    
    
    

     Ty 4 any suggeastions/solutions. Good night :matte-motes-sarcasm:

  2. Hello,

     

    I need a custom script for rez-faux rezzer. Rex-Faux has an API Script wich I can provide, it should contain all information how to communicate with rez-faux script.

     

    When I rezz a build with Rez-Faux, Rez-Faux offers a few buttons/functions.

    One of this Buttons/Functions is: "Store"(Button) saves positions and rotations (of objects) in object-description field(Function).

    This function is poison to my builds ;)

    Rez-Faux provides another mode to freeze the build and delete the positiong script.(Button is named"SAVE" and it deletes the scripts from the objects) <-- WHAT I NEED

    The customized menu should only have Rez and Save and de-rez as funtions/buttons.

    Rez-Faux provides a Full Perm API script wich i hand out to you, to read all about the rez-faux commands/functions/events. (its not so much to read) Lex Neva (Creator of Rez-Faux) wrote that any "good" scripter should know, what and how to do to customize Rez-Faux.

     

    Wich scripter think he can do it, in a day or ... ?:matte-motes-sunglasses-1:

    Br

    Magra Morlim

     

  3. i try'd all your solutions and combined, see:

     

    default
    {
        state_entry()
        {
            llSetTexture("ac6033b4-167a-f977-fd36-b2f72a95d67c", 2);//name of texture in object inventory, Display on "front" face #2
            llOffsetTexture ( -0.25, 0.0, 2);
        }

        touch_start(integer total_number)
        {
            llSetTexture("ac6033b4-167a-f977-fd36-b2f72a95d67c", 2);
            llOffsetTexture ( 0.25, 0.0, 2);
            llSetTimerEvent(0.7); // start a 2 second timer
        }

        timer()
        {
            llSetTimerEvent(0.0);  //turn the timer off
            llSetTexture("ac6033b4-167a-f977-fd36-b2f72a95d67c", 2);//name of texture in object inventory
            llOffsetTexture ( -0.25, 0.0, 2);
        }

    }

     

    works nice, ty for your help. if any of you had suggestions, my ear is open.

    :matte-motes-sunglasses-3:

     


  4. Rolig Loon wrote:

    There's another way around the gray problem too.  I mention it only in case the OP has already uploaded an "ON" texture and an "OFF" texture and doesn't want to redo them. (EDIT:  Heh... I just recognized that Maddy said this in her last paragraph.  Oh, well, here's the script anyway.....)
    default{    state_entry()    {        llSetTexture("texture1", 2);//name of texture in object inventory, Display on "front" face #2        llSetTexture("texture2", 4);//name of texture in object inventory. Display on hidden face #4    }    touch_start(integer total_number)    {        llSetTexture("texture2", 2);        llSetTimerEvent(2.0); // start a 2 second timer    }    timer()    {        llSetTimerEvent(0.0);  //turn the timer off        llSetTexture("texture1", 2);//name of texture in object inventory    }}

     This assumes that the visible face of the OP's switch is face 2  (the +X face).  If the "ON" texture (texture 2) is always displayed but out of view on the opposite face, then a user's graphics card doesn't need to take the time to download it fresh before rendering it.  This is the method most people use if they are making an in-world slide projector, for example.

    BTW, I prefer using a
    timer
    event instead of
    llSleep
    even in a short script like this one. This is a personal style issue, but it has practical implications too. 
    llSleep
    suspends the script entirely, making it unresponsive to any influences until the sleep period has ended.  A
    timer
    event, on the other hand, is only triggered at the
    end
    of the stated period.  Until then, the script can respond to any other activity.  In this particular case it's almost a moot point, because the script isn't expecting any chat messages or changed events anyway.  Still, it's good to get in the habit of using timers instead of
    llSleep
    so that you don't fall into that trap when you write more complex scripts.

    works as described and that the texture is "preloaded" is nice to have.

    ty 4 your describtion about the differences between llSleep and timer.

    normaly iam a scripting noob² but u all did that so that i understand it and can learn.

     

    GREAT COMM here. TY all :smileyvery-happy:


  5. steph Arnott wrote:

    default{    on_rez(integer start_param)    {        llSetTexture("texture1", ALL_SIDES);//name of texture in object inventory    }    state_entry()    {            }    touch_start(integer total_number)    {        llSetTexture("texture2", ALL_SIDES);        llSleep(2.0);//pause for 2.0 seconds        llSetTexture("texture1", ALL_SIDES);//name of texture in object inventory    }}

     ADDED: If it linked use this. llSetLinkTexture.

    does exactly what i want, texture is gray until its loaded...maybe a way to preload it? but great! :smileyhappy:

  6. Hello residents of Second Life!

     

    I'm searching for a function that allows me to show others the "switch" is clicked, an indicator when you like to call it so.

    My switch has a "normal" switch-texture, i saved it and modified it in photoshop and now i want to put it in the same prim (the switch) where the "normal" switch-texture is - and when a user/resident click it (normaly the owner) the "indicated" switch-texture showed temporary for 1 sec or 2 sec's then it go back to the "normal" switch texture?


    What is the best function to do that or someone has a script or knows a free lsl wiki script?


    Thank you and

    br


    Magra :matte-motes-grin:

  7. Hello Residents,

     

    this never happened to me before, viewer (3.6.6) crashed (OK that happens a lot) but never 10 times in a row.

    Try'd to read on website is there a server-maintenance or something, on 9/29 yes, but that was a day too early...

    V3.6.6 crashed after AMD graphic board driver crashed..So I get the latest update.Installed it, try'd to connect to the grid but....

     

    Any suggestions please

     

    TY :manhappy:

     

    PS: Core i5-3570/16GB/Win 7 x64 Ultimate/AMD 7870 2GB GHz Ed./Intel Z87 Board

     

     

     

    Lol now it works with the edit...Title edited

  8. Hello Residents,

     

    this never happened to me before, viewer (3.6.6) crashed (OK that happens a lot) but never 10 times in a row.

    Try'd to read on website is there a server-maintenance or something, on 9/29 yes, but that was a day too early...

    V3.6.6 crashed after AMD graphic board driver crashed..So I get the latest update.Installed it, try'd to connect to the grid but....

     

    Any suggestions please

     

    TY :manhappy:

     

    PS: Core i5-3570/16GB/Win 7 x64 Ultimate/AMD 7870 2GB GHz Ed./Intel Z87 Board

     

     

     

    Lol now it works with the edit...Title edited

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