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msw Tomorrow

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Everything posted by msw Tomorrow

  1. Simple Question Lindens... Why does it take so long to get a Real Money pay out from you to my PayPal account.... or any account for that matter? Most other merchants (thats what you are) settle within a few days at most.... Please explain. I have now been waing for 5 working days and zipppppp. Not trying to be a jerk off here but it does not make since. It does not seem to be a priority but taking Lindens does.... Thank you.
  2. Thanks but not the problem... not using gmail and have had no problem for over 3 years. I have outlook sort into my SL Sales folder and noe marked spam...
  3. Is there a issue with the Marketplace sending sales notifications? All of the sudden in the last 2 days I have not recieved ANY Marketplace notifications... I have not changed any settings anywhere... SL or PC. I have not seen anything posted by SL. Thank you.
  4. Is anyone else have an issue receiving email notifications from SL Marketplace in the last 24 hours...? All has worked fine and stopped... Still selling items but I am not getting notified...
  5. Excuse me but do not lecture me or make demanding assumptions. Take your condencending ego elsewhere. TY
  6. Have you ever been on chemo.... do you know what your mind is left with.... once more wow...
  7. Solved... Anyone can use this for multiple purposes. ///THIS SCRIPT GOES IN THE BUTTON PRIM/// integer channel = 127; // Can be whatever for different groups etc... integer isOn; default { state_entry() { } touch_start(integer num) { if (!isOn) { isOn = TRUE; llRegionSay(channel, "on"); } else { isOn = FALSE; llRegionSay(channel, "off"); } } } --------------------------------------------------------------------------------------------------------------------------------------- ///THIS GOES IN SECOND SCRIPT - CAN HAVE MULTIPLE COPIES OF THIS AND ALL ACTIVATE/// integer channel = 127; // Must match ParticleStart() { llParticleSystem([ PSYS_PART_FLAGS, 291, PSYS_SRC_PATTERN, 8, PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.00, PSYS_PART_START_COLOR, <1.00,0.50,1.00>, PSYS_PART_END_COLOR, <1.00,0.50,1.00>, PSYS_PART_START_SCALE, <0.25,0.25,0.00>, PSYS_PART_END_SCALE, <1.00,1.00,0.00>, PSYS_PART_MAX_AGE, 30.00, PSYS_SRC_MAX_AGE, 0.00, PSYS_SRC_ACCEL, <0.00,0.00,0.00>, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.19, PSYS_SRC_BURST_PART_COUNT, 1, PSYS_SRC_BURST_RADIUS, 0.10, PSYS_SRC_BURST_RATE, 0.00, PSYS_SRC_BURST_SPEED_MIN, 0.35, PSYS_SRC_BURST_SPEED_MAX, 1.25, PSYS_SRC_OMEGA, <0.00,0.00,0.00>, PSYS_SRC_TEXTURE, "5e8ff00b-6164-fc6e-6a80-9d42720c4066" ]); } ParticleStop() { llParticleSystem([]); } default { state_entry() { llListen(channel,"","",""); } listen (integer channel, string name, key id, string message) { if (message == "on") { ParticleStart(); } if (message == "off") { ParticleStop(); } } } Yeah I do write my own scripts.... Just sayin. Enjoy the hearts.
  8. Not looking for a free script... what a rude a...
  9. Looking for simple script that "on touch" will start and stop a linked script in another prim. Example would be a button on a wall that when you touch it will start the linked fire script in the fireplace accross the room... Any help would be appreciated. Thanks!
  10. Looking for some code to have a on/off prim that triggers another script in a remote prim. Could be linked... Thanks Apparently all the wiz kids here think I am looking for a free script... Looking for some code... to replace on/off touch and control a remote script... Example I have a filre script in a prim and I want to put a switch on the wall across the room to turn it on/off. I can handle textures etc but controlling a script has me frustrated. Now if this is a big deal to all here and you are so **bleep** that you can't offer some help tthen don't... Have a great day.
  11. THANK YOU so MUCH!!!! This is exactly what I was looking for. It would have taken me a very very long time to get what you made so simple. Thank you again!!! msw
  12. Please see the link below for details. http://community.secondlife.com/t5/LSL-Scripting/Need-help-with-script-to-read-notecard-and-call-get-a-name-and/td-p/1287431 Need to have script modified to read a note card and change the variables in the primary script. Link above shows script and thinking. Please let me know if you can assist and estimate $... TY msw
  13. OK Thank you, thats beginning to make more sense to me. I am going to try a few things and see what happens...
  14. TY, reposted the script. I have looked but am having a hard time getting my head around it...
  15. I need help with how to insert a portion of script that will read a notecard and replace a place holder name in the primary script. I am trying to be able to load an object with options and have the note card modifiable to pick particular options. I am a very novice scripter with big ideas :-) Primary script below: integer MSW_DELAY = 2; integer ready = TRUE; SetAlpha(integer bool) { float alpha1; float alpha2; if (bool == TRUE) { alpha1 = 0.0; alpha2 = 1.0; } if (bool == FALSE) { alpha1 = 1.0; alpha2 = 0.0; } } default { state_entry() { ready = FALSE; llSetStatus(STATUS_PHANTOM, TRUE); SetAlpha(ready); } on_rez(integer param) { } } touch_start(integer total_number) { if (ready) { ready = TRUE; //llSleep(5.0); llSetStatus(STATUS_PHANTOM, FALSE); llSetTimerEvent(2); //llTriggerSound("switch", 1.0); vector pos = llGetPos(); pos.z += 0.8; pos.x -= 0.2; llRezObject("RD1", llGetPos() + <0.0, 0.0, 3.5>, <0.0, 0.0, 20.0>*llGetRot(), llGetRot(),2); ready = FALSE; llSetTimerEvent((float)MSW_DELAY); llSleep(2); llRezObject("RD2", llGetPos() + <0.0, 0.0, 3.5>, <0.0, 0.0, 21.0>*llGetRot(), llGetRot(),2); llSleep(2); llRezObject("RD3", llGetPos() + <0.0, 0.0, 3.5>, <0.0, 0.0, 23.0>*llGetRot(), llGetRot(),2); llSleep(2); llRezObject("RD4", llGetPos() + <0.0, 0.0, 3.5>, <0.0, 0.0, 21.0>*llGetRot(), llGetRot(),2); llSleep(2); llRezObject("RD5", llGetPos() + <0.0, 0.0, 3.5>, <0.0, 0.0, 22.0>*llGetRot(), llGetRot(),2); llSleep(1); llRezObject("RD6", llGetPos() + <0.0, 0.0, 3.5>, <0.0, 0.0, 20.0>*llGetRot(), llGetRot(),2); } else if (ready == TRUE) { ready = FALSE; } SetAlpha(ready); // ready = FALSE; llSetTimerEvent((float)MSW_DELAY); } timer() { llSetStatus(STATUS_PHANTOM, TRUE); llSetTimerEvent(0.0); ready = TRUE; } } It is the RD1, RD2 etc that I want the note card to define. SO the note card would say something like: RD1 = Object1 RD2 = Object5 etc.... So I need to addsometing to the above script to have it read the note card and replace that variable? Any help would be appreciated. Thank you!
  16. Tried that but the launcher is what sets the parameters for the rocket height etc, etc. Just the fireworks will simply explode on the ground etc.
  17. What happens is on touch the launcher fires the firework then rerezs itself for the nex tlaunch.... I don' t want it to rerez. Just go away after the launch. That way I can just got to my menu dialog and choose another firework I want to launch. I have attempted adjusting the scripts, but no results. That way I can just got to my menu dialog and choose another firework I want to launch. I have attempted adjusting the scripts, but no results. I am sure it is simple but I can't seem to get my head around it. SO bottomline is to select a firework from my menu system, touch and launch, (IT GOES AWAY), bac kto my menu to select it or another one for the next launch. Make sense? Another option is for the launcher script to call a particular firework, the way it is now the launcher is the same for all fireworks. Only the firework inside is differant. It would still need to go away after launch. I imagine a specific interger between the scripts would tie them together? Thanks for all your help!
  18. The next one is the actual Firework prim in side the launcher prim: // Mask Flags - set to TRUE to enable integer glow = TRUE; // Make the particles glow integer bounce = TRUE; // Make particles bounce on Z plan of object integer interpColor = TRUE; // Go from start to end color integer interpSize = TRUE; // Go from start to end size integer wind = FALSE; // Particles effected by wind integer followSource = FALSE; // Particles follow the source integer followVel = TRUE; // Particles turn to velocity direction integer pattern = PSYS_SRC_PATTERN_EXPLODE; key target = ""; // Particle paramaters float age = 5; // Life of each particle float maxSpeed = 4; // Max speed each particle is spit out at float minSpeed = .5; // Min speed each particle is spit out at string texture; // Texture used for particles, default used if blank float startAlpha = 1; // Start alpha (transparency) value float endAlpha = 0; // End alpha (transparency) value vector startColor = <0,255,0>; // Start color of particles <R,G,B> vector endColor = startColor; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <1.9,1.9,1.9>; // Start size of particles vector endSize = <1.9,1.9,1.9>; // End size of particles (if interpSize == TRUE) vector push = <0.0,0.0,0>; // Force pushed on particles // System paramaters float rate = 0.0; // How fast (rate) to emit particles float radius = 1; // Radius to emit particles for BURST pattern integer count = 120; // How many particles to emit per BURST float outerAngle = 0.5; // Outer angle for all ANGLE patterns float innerAngle = 10; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source float life = 1; // Life in seconds for the system to make particles // Script variables integer flags; updateParticles() { flags = 0; if (target == "owner") target = llGetOwner(); if (target == "self") target = llGetKey(); if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK; if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK; if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK; if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK; if (wind) flags = flags | PSYS_PART_WIND_MASK; if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK; if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK; if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK; llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, startColor/255.0, PSYS_PART_END_COLOR, endColor/255.0, PSYS_PART_START_SCALE,startSize, PSYS_PART_END_SCALE,endSize, PSYS_SRC_PATTERN, pattern, PSYS_SRC_BURST_RATE,rate, PSYS_SRC_ACCEL, push, PSYS_SRC_BURST_PART_COUNT,count, PSYS_SRC_BURST_RADIUS,radius, PSYS_SRC_BURST_SPEED_MIN,minSpeed, PSYS_SRC_BURST_SPEED_MAX,maxSpeed, PSYS_SRC_TARGET_KEY,target, PSYS_SRC_INNERANGLE,innerAngle, PSYS_SRC_OUTERANGLE,outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } killParticles() { llParticleSystem([]); } startEffects() { // smoke trail } boom() { // invisible llSetLinkAlpha(LINK_SET,0,ALL_SIDES); // stop smoke llMessageLinked(LINK_SET,0,"stopsmoke",""); // nonphys llSetStatus(STATUS_PHYSICS,FALSE); // particle updateParticles(); // bright flash llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE,endColor/255.0,1,20,.02]); // play sound llPlaySound(llGetInventoryName(INVENTORY_SOUND,(integer)llFrand(llGetInventoryNumber(INVENTORY_SOUND))),1); // sleep llSleep(life+1); // die llDie(); } launch(integer t) { startEffects(); llSetTimerEvent(t); // set physical llSetStatus(STATUS_PHYSICS,TRUE); // apply velocity // or not. } default { on_rez(integer t) { launch(t); } state_entry() { killParticles(); } timer() { boom(); } touch_start(integer total_number) { launch((integer)llGetObjectDesc()); } }
  19. Ok here are the scripts. The first on is in the launcher prim: I rerezzes after launch. default { touch_start(integer total_number) { llMessageLinked(LINK_SET,(integer)llGetObjectDesc(),"fireworklaunch",""); } link_message(integer sender, integer channel, string message, key id) { if(channel==(integer)llGetObjectDesc()&&message=="fireworklaunch") { llSetAlpha(0,ALL_SIDES); llPlaySound(llGetInventoryName(INVENTORY_SOUND,0),1); llSetTimerEvent(2); llRezAtRoot(llGetInventoryName(INVENTORY_OBJECT,0),llGetPos()+<0,0,.5>,<0,0,20>*llGetRot(),llGetRot(),2); }else if(channel==(integer)llGetObjectDesc()&&message=="fireworkreload") { llSetAlpha(1,ALL_SIDES); } } timer() { llMessageLinked(LINK_SET,(integer)llGetObjectDesc(),"fireworkreload",""); llSetTimerEvent(0); } } See the next script....
  20. I am trying to launch differant firework sets from a dialog menu, set 1, set2 etc.. My problem is that my fireworks launcher regenerates so you can't really switch to another set of fireworks. I am a novice so please consider that for my sake :-). The fireworks consist of a prim rocket (launch script inside with the actual prim firework). By it's self I touch to lanch and it regenerates for the next touch... What I am try to do is select a particlar set from a menu so in theroy the rocket should NOT regenerate until I tell it to with the menu, then launch and go away, ready for my next selection. That's where I am stuck. ANy help or direction would be appreciated. TY...
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