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Xero Westminster

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  1. The way I have it set up is so that there's an integer used for indexing to handle how the messages from llDialog are handled. Once one handler is fulfilled, the index changes, and the next llDialog right after is handled separately. And as it turns out, all I really needed to do was add in "return;" in the first if(condition) statement for the index. But I'll definitely keep your suggestion written down for the future Much appreciated!
  2. Hi, my name is Xero Westminster. I'm currently trying to put together an advanced menu-sensory system that can output two different strings using a single channel, but so far, I've had no luck in accomplishing this. The basic framework is: 1) Click on a prim 2.1) Produce a Dialog for multiple options from list [options] on [channel] / llListen() assigned to a temporary integer 2.2) Assign string [chosen_option] based on msg; 3) Without regard to a specific option, perform a sensor sweep once for other avatars within 10m 4.1) Produce another Dialog listing avatars in range 4.2) Selected name of avatar assigned to string [target_av] The desired output I'm trying to achieve is to have llOwnerSay( [option] + " for " + [target_av] ), using only one channel. Everything works fine, except for the output, because it returns [option] = [option] and [target_av] = [option], so the output comes out as llOwnerSay( [option] + " for " + [option] ); How can I remedy this?
  3. I have an advanced TP script. The most you'd have to edit is a string, the position you want it to teleport to, and change an integer to denote access controls.
  4. Personally, I'd LOVE to see a new avatar skeleton developed, like the skeleton used in DAZ 3D. For people who make poses and animations, it would be neat see more accurate representations of the pose someone is wanting to create. I was hoping I could upload a pose I made with that, with the fingers bent a certain way, and all, but given SL's current skeleton make-up, it's impossible. So, naturally, I'm stuck with the default for now
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