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Tabris Daxter

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About Tabris Daxter

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  1. I don't know if its been said yet. Having the "voice dot" but then in profile saying that they don't voice. why can't LL make voice OFF by default
  2. @ Banker sorry, i haven't been able to get in-world lately, i've been having PC issues. when i get in i'll send you a copy of the "latest" version. (not much changed since this one)
  3. i'm having the same problem. i get a bit further, it opens the main window but all i get is white. System specs: Win 7 Ultimate 64. intel q6600 asus comando motherboard 4GB DDR2 ram Sapphire ATI radeon HD 7970 3GB internet ADSL 1+ 8MB. directly wired to modem i have this problem in both Firestorm & the Official Viewer
  4. i ripped the script out and placed it in some sunglasses. wearing a parachute all the time don't look cool. also the amount of weapons you can hide in some glasses. i think i have a nuke packed somehwere in a pair
  5. on an old avi (no longer available) i had a similar version of this i think. when you click ed the backpack it popped up a menu so you could change stuff. if you were cleaning this up what would you remove. this is in a pair of sunnies so i don't need the particle or "show/hide" bits
  6. this is the script for a freebie parachute. the bolded area is the menu API //BeachHead Aerospace SimpleChute v.0.1. You may copy, modify, sell, verbally abuse //this script. It is Not My Problem if this script damages your sim and causes it to run //amok and kill the Pope. //all altitudes are in terms of Above Ground Level, AGL, and not absolute z position. integer chuteHeight = 100; //the altitude (in m) at which the chute deploys integer reserveHeight = 25; //the reserve chute's hardcoded trigger altitude integer cutoffHeight = 5; //the altitude at which the float pushStrength; //the nudge we give to slow the fall of the av wearing the chute integer warned = FALSE; float oldAltitude; float currentAltitude; float fudgeFactor = 0.3; float waterTableTolerance = 0.5;//how close we have to be to the water surface to trigger a splash //the parachute uses two timer intervals, a slow "dormant" interval when the av isn't in //need of the chute, and a fast "active" interval once the chute realizes its wearer is falling. float fastInterval = 0.1; float timerInterval; float slowInterval = 5.0; integer splashActive = FALSE; integer animSet; string gAnimName = "skydive parachute"; //the animation to play once the chute deploys integer version = 11; splash() //the function that creates splash particles when water landing. Adapted from //Ama Omega's fine work { //particle functions based off Ama Omega's unbeatable one. integer glow = FALSE; integer bounce = TRUE; integer interpColor = TRUE; integer interpSize = TRUE; integer wind = FALSE; integer followSource = FALSE; integer followVel = FALSE; integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE; key target = ""; float age = 3; // Life of each particle float maxSpeed = 10; // 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 = 1; // End alpha (transparency) value vector startColor = <1.0,0.0,0.0>; // Start color of particles <R,G,B> vector endColor = <0.0,0.0,1.0>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <1,1,1>; // Start size of particles vector endSize = <0.5,0.5,0.5>; // End size of particles (if interpSize == TRUE) vector push = <0,0,-15>; // Force pushed on particles float rate = .5; // How fast (rate) to emit particles float radius = 0; // Radius to emit particles for BURST pattern integer count = 100; // How many particles to emit per BURST float outerAngle = 0.5; // Outer angle for all ANGLE patterns float innerAngle = 0.5; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source float life = 10; // Life in seconds for the system to make particles integer flags; 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, PSYS_PART_END_COLOR, endColor, 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 ]); } bubbles() //the function to create bubbles AFTER a water landing. { //particle functions based off Ama Omega's unbeatable one. integer glow = FALSE; integer bounce = FALSE; integer interpColor = TRUE; integer interpSize = TRUE; integer wind = FALSE; integer followSource = FALSE; integer followVel = FALSE; integer pattern = PSYS_SRC_PATTERN_EXPLODE; key target = ""; float age = 5; // Life of each particle float maxSpeed = 0.5; // Max speed each particle is spit out at float minSpeed = 0; // Min speed each particle is spit out at string texture = "bubble"; // Texture used for particles, default used if blank float startAlpha = 1; // Start alpha (transparency) value float endAlpha = 0.01; // End alpha (transparency) value vector startColor = <1,1,1>; // Start color of particles <R,G,B> vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <0.1,0.1,0.1>; // Start size of particles vector endSize = <1,1,1>; // End size of particles (if interpSize == TRUE) vector push = <0,0,0.5>; // Force pushed on particles float rate = .1; // How fast (rate) to emit particles float radius = 0.5; // Radius to emit particles for BURST pattern integer count = 4; // How many particles to emit per BURST float outerAngle = 0.5; // Outer angle for all ANGLE patterns float innerAngle = 0.5; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source float life = 0; // Life in seconds for the system to make particles integer flags; 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, PSYS_PART_END_COLOR, endColor, 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 ]); } //this script accepts input from an llDialog script in the same prim that allows for //configuration of the trigger height, etc. This should be cut and dry. message(integer sender_num, integer number, string message, key some_key) { if(llList2String(llParseString2List(message,[" "],[]),0) == "deployAltitude") { //llOwnerSay("Trigger set"); chuteHeight = llList2Integer(llParseString2List(message,[" "],[]),1); llMessageLinked(LINK_ALL_OTHERS,chuteHeight, "", ""); } if(llList2String(llParseString2List(message,[" "],[]),0) == "Launch") { //llOwnerSay("Trigger set"); integer pushStrength = llList2Integer(llParseString2List(message,[" "],[]),1); llPushObject(llGetOwner(),<0,0,pushStrength*llGetMass()>,<0,0,0>,FALSE); llOwnerSay("Launching!"); } if (llList2String(llParseString2List(message,[" "],[]),0) == "Switch" && llList2String(llParseString2List(message,[" "],[]),1) == "On" ) { llSetAlpha(1,ALL_SIDES); //set the chute backpack's color to grey when //it is turned off integer i; for (i = 2 ; i <= llGetNumberOfPrims() ; i++ ) { llSetLinkColor(i,<1,1,1>,ALL_SIDES); } llSetColor(<0.5,0.5,1>,ALL_SIDES); state default; } if (llList2String(llParseString2List(message,[" "],[]),0) == "Switch" && llList2String(llParseString2List(message,[" "],[]),1) == "Off" ) { llSetColor(<0.3,0.3,0.3>,ALL_SIDES); integer i; for (i = 1 ; i <= llGetNumberOfPrims() ; i++ ) { llSetLinkColor(i,<0.3,0.3,0.3>,ALL_SIDES); } state off; } } default { on_rez(integer foo) { llSetBuoyancy(0); version = version + 1;//I increment the version on each rez of the chute for //ease in debugging and rollback if necessary. /* string ownerFullName = llKey2Name(llGetOwner()); //we store the owner's name llSetObjectName(ownerFullName + "'s SimpleChute v."+(string)version); llOffsetTexture(0 , 0.35, ALL_SIDES);//"Dormant"*/ llMessageLinked(LINK_ALL_OTHERS,0,"furl",""); //pack the chute canopy prims upon rez } state_entry() { llMessageLinked(LINK_ALL_OTHERS,0,"furl",""); llSetTimerEvent(slowInterval); llSetBuoyancy(0); llSetText("",<1,1,1>,1); } timer() { if(llGetAnimation(llGetOwner()) == "Falling Down" && timerInterval != fastInterval) { //then we're falling and need to start polling faster llSetTimerEvent(fastInterval); timerInterval = fastInterval; llSetColor(<1,0.3,0.3>,ALL_SIDES); llOffsetTexture(0 , 0.0, ALL_SIDES);//"Primed" } else if(timerInterval != slowInterval && llGetAnimation(llGetOwner()) != "Falling Down") { //then we're doing anything other than falling and we //need to ease up on the server with fewer timer events timerInterval = slowInterval; llSetBuoyancy(0); llSetTimerEvent(slowInterval); llParticleSystem([]); llSetColor(<0.5,0.5,1>,ALL_SIDES); llOffsetTexture(0 , 0.35, ALL_SIDES);//"Dormant" llMessageLinked(LINK_ALL_OTHERS,0,"furl",""); warned = FALSE; } vector position = llGetPos(); currentAltitude = position.z - llGround(<0,0,0>);//we determine AGL vector velocity = llGetVel(); if( currentAltitude < chuteHeight && currentAltitude > cutoffHeight && llGetAnimation(llGetOwner()) == "Falling Down" && velocity.z < 0) { llMessageLinked(LINK_ALL_OTHERS, 1010101, "main", ""); state deployed; } //here we trigger the 'reserve' chute if by some "miracle" the main chute didn't deploy. This event should be logically impossible, but hey. if( currentAltitude < reserveHeight && currentAltitude > cutoffHeight && llGetAnimation(llGetOwner()) == "Falling Down" && velocity.z < 0) { llMessageLinked(LINK_ALL_OTHERS, 1010101, "reserve", ""); state deployed; } } link_message(integer sender_num, integer number, string message, key some_key) { message(sender_num, number, message, some_key); } } state deployed { state_entry() { llSetTimerEvent(fastInterval); //animation elements from //http://secondlife.com/badgeo/wakka.php?wakka=ExampleAnimationBasic llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); // ask the owner for permission to trigger animations llStopAnimation("falldown"); llStartAnimation(gAnimName); // automatically trigger animation. } on_rez(integer param) { llResetScript(); // reset the script as soon as it starts (switches to default state) } attach(key id) { integer perm = llGetPermissions(); if (id != NULL_KEY) // make sure we're actually attached. { if (! (perm & PERMISSION_TRIGGER_ANIMATION)) // remember to use bitwise operators! { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); // request permissions from the owner. } } else { if (perm & PERMISSION_TRIGGER_ANIMATION) { llStopAnimation(gAnimName); // stop the animation } } } timer() { vector position = llGetPos(); currentAltitude = position.z - llGround(<0,0,0>); if( currentAltitude < cutoffHeight ) {//we're within a few m of the ground and can pack the chute state default; } vector speed = llGetVel(); llSetBuoyancy(-speed.z * fudgeFactor); //setting the buoyancy as a function of downward velocity seems to have a nice damping //effect most of the time. Sometimes, it rockets you upwards. Not sure why. if(!warned) { llMessageLinked(LINK_ALL_OTHERS,0,"unfurl",""); llOffsetTexture(0 , -0.37, ALL_SIDES);//"Active" llSetColor(<0,1,0>,ALL_SIDES); warned = TRUE; } if(llFabs((currentAltitude - llFabs((llWater(ZERO_VECTOR) - llGround(ZERO_VECTOR))))) < waterTableTolerance && llWater(ZERO_VECTOR) > llGround(ZERO_VECTOR) && llGetAnimation(llGetOwner()) == "Falling Down") { splash(); splashActive = TRUE; llMessageLinked(LINK_ALL_OTHERS,0,"furl",""); } else if(splashActive) { //llStopAnimation(animation); splashActive = FALSE; if(llGetAnimation(llGetOwner()) == "Falling Down") { bubbles(); llMessageLinked(LINK_ALL_OTHERS,0,"furl",""); } } } link_message(integer sender_num, integer number, string message, key some_key) { message(sender_num, number, message, some_key); } state_exit() { llStopAnimation(gAnimName); llOffsetTexture(0 , 0.35, ALL_SIDES);//"Dormant" llSetColor(<0.5,0.5,1>,ALL_SIDES); llParticleSystem([]); } } state off { link_message(integer sender_num, integer number, string message, key some_key) { message(sender_num, number, message, some_key); } } here is just the menu bit //this script accepts input from an llDialog script in the same prim that allows for //configuration of the trigger height, etc. This should be cut and dry. message(integer sender_num, integer number, string message, key some_key) { if(llList2String(llParseString2List(message,[" "],[]),0) == "deployAltitude") { //llOwnerSay("Trigger set"); chuteHeight = llList2Integer(llParseString2List(message,[" "],[]),1); llMessageLinked(LINK_ALL_OTHERS,chuteHeight, "", ""); } if(llList2String(llParseString2List(message,[" "],[]),0) == "Launch") { //llOwnerSay("Trigger set"); integer pushStrength = llList2Integer(llParseString2List(message,[" "],[]),1); llPushObject(llGetOwner(),<0,0,pushStrength*llGetMass()>,<0,0,0>,FALSE); llOwnerSay("Launching!"); } if (llList2String(llParseString2List(message,[" "],[]),0) == "Switch" && llList2String(llParseString2List(message,[" "],[]),1) == "On" ) { llSetAlpha(1,ALL_SIDES); //set the chute backpack's color to grey when //it is turned off integer i; for (i = 2 ; i <= llGetNumberOfPrims() ; i++ ) { llSetLinkColor(i,<1,1,1>,ALL_SIDES); } llSetColor(<0.5,0.5,1>,ALL_SIDES); state default; } if (llList2String(llParseString2List(message,[" "],[]),0) == "Switch" && llList2String(llParseString2List(message,[" "],[]),1) == "Off" ) { llSetColor(<0.3,0.3,0.3>,ALL_SIDES); integer i; for (i = 1 ; i <= llGetNumberOfPrims() ; i++ ) { llSetLinkColor(i,<0.3,0.3,0.3>,ALL_SIDES); } state off; } } apparently your meant to use llDialog to call llMessageLinked (i think) but i can't make any sense from there.
  7. I had considered the "private" Sims & the best way I think is to ignore them, if I stick to the mainland continents. it would be a pretty accurate list. maybe 2 or 3 bots running 3 weeks apart along the same track. that would give me a window to account for new avatars and 'defunct' ones. have either (or both) a php or lsl script looking up names, if it can't find it delete the entry.
  8. Hey all I was look into o make a name to Key DB as a lot of the current ones are out of date. Mostly for my personally use to begin with in part of my game that I'm developing. My current idea is to have a bot "jumping" from sim to sim using LlTeleportAgentGlobalCoords & using llGetAgentList to get the keys. Upload keys to an external DB Clear list Jump Rinse & Repeat. Have a separate object parsing through the DB and getting both the Username & Display Name of each key. Sacrifice a virgin (mostly found on sex sims) each week to remove duplicates. What I'm asking for is advice or if there are any problems that you can foresee
  9. i usually use a comma so that i can use llCSV2List() & llList2CSV() EDIT this also preserves the commas in vectors
  10. the idea behind this script is as a centralised "server". pinging each player then updating it on a website so the other players can see who is online and where they are (seperate script in the HUD. ie, player TP's and it shows last known location at region level not actual position) but this script is in a location (home base) and "pulls down" a list of players checks the status then changes the status based on the result.
  11. thanks. side note: IF they bork DATA_ONLINE what would be a way that i could test online status. (each person is wearing a HUD that on certain events uploads to a database)
  12. thanks. moving integer Status; to a global worked and i tested it with some of my offline friends. now to move on to the next bit
  13. Hey all, the script following is an ALPHA version but I'm trying to make an Online detector. Eventually it will be pulling the keys from a database looping through the keys and changing the status on the database. the problem i think is in the dataserver event. i want it to get the name if the user is online but for debug purposes display the display name if offline. key Data; key Name; key Display; key Akey; // = "3ca3de18-e809-4d5d-a2fc-9336bd54688a"; default { state_entry() { llSay(0, "Hello, Avatar!"); } touch_start(integer total_number) { Akey = llGetOwner(); llSay(0, "Getting Agent Status"); //Data = llRequestAgentData("3ca3de18-e809-4d5d-a2fc-9336bd54688a",DATA_ONLINE); Data = llRequestAgentData(Akey,DATA_ONLINE); } dataserver(key qID, string msg) { integer Status; //Display = llRequestDisplayName(Akey); if (qID == Data) { if (msg == "1") { Status = 1; Name = llRequestUsername(Akey); } else if (msg == "0") { Status = 0; Name = llRequestUsername(Akey); } llSay(0,(string)Status); } else if (qID == Name) { if(Status == 1) { llSay(0, msg + " Is Online"); } else if(Status == 0) { llSay(0, msg + " Is Offline"); } } } } help appreciated
  14. i see what you mean. ty for catching that
  15. yeah, thats why i thought it was llListFindList() as i've had problems with that before
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