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Impresario Beaumont

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Everything posted by Impresario Beaumont

  1. After a lot more testing and in-world help from Tess Thanks a million), I've determined that the issue is caused by the alt that I was using. I have no idea what is unique about that alt, but testing with a different alt, as well as having friends sit in the chair, the problem does not appear. As I said, I have no idea of the root cause, but with the new evidence I consider this issue closed.
  2. A very valid suggestion. llSetCameraParams does require permissions. llSetCameraEyeOffset and llSetCameraAtOffset do not mention permissions nor do the examples show any. In addition, I've played cards on a number of tables that point my camera in a way that I'm trying to and they don't ask for permissions, yet work perfectly. Of course I have no idea how those scripts implement this.
  3. I use a camera script in a chair that positions the camera so that the entire table in front of it is visible: default{ state_entry() { rotation rot = llAxisAngle2Rot(<0, 0, 1>, 180 * DEG_TO_RAD); llSetCameraEyeOffset(<0.0, 0.5, 2.0> * rot); llSetCameraAtOffset(<0.0, 3.0, -1.0> * rot); } } I put this script into every chair around the table and it works great as long as I, as the chair's owner, am doing the sitting. Anyone else that sits on that chair has the camera behind the avatar looking straight ahead. What causes this? I thought that these settings were a prim attribute and not related to the avatar. What am I missing?
  4. Thank you Clem. I was unaware of those facts. As you probably know, seeing the vast diversity of the mainland from the air is the big attraction. It has nothing to do with wanting to violate anyone's privacy. I've written a gadget I called the Magic Carpet that criss-crosses the public roads and waterways of pretty much all the mainland continents. But there's nothing like seeing it from the air!
  5. Wow, this is probably the most controversial subject I've ever raised. Some useful and some vitriolic responses. I guess I never realised that over-flying someone's property for one or two seconds was considered such a heinous act. I stand corrected and will constrain my travels to more welcoming areas where 15 second warning is considered a reasonable compromise.
  6. I've taken up flying in Second Life and find it a wonderful way of exploring the SL world. It is quite enjoyable when one restrict one's area of interest to Bellisseria and doesn't descend below 100m above ground. At that height one appears to avoid ban lines and since one travels at 15m/sec (or thereabout), one has no problem with surveillance orbs that allow incursions of 15 secs or less. Flying across other mainland continents is quite another matter. It appears that even at 400m above ground, SL's property rights fanatics on as little as 1024 parcels have the ability to send you back to your home parcel if one of your wings as much as touches their sovereign land. Is there no way to avoid this fate? Are there no SL TOS provisions that prevent unreasonable ejections?
  7. I am flooded by messages asking me to allow/disallow music from a particular URL as I fly across land. It interferes with my ability to fly the plane since it disables the keyboard until I click on one or more reply options. Is there a way to stop these messages?
  8. Thank you all for the great advice. I'm still testing different situations, but it looks like it's working perfectly.
  9. Ty Quistess! Not sure I follow the sequence of events. The llAttachToAvatarTemp() doesn't identify the avatar. Is my chair script issuing this? I'm sorry, I'm probably missing something obvious
  10. Is there a way of offering a HUD attachment to an avatar who sits on my chair by means of my script? I know I could offer the HUD as an inventory item, bu then the avatar has to not only give permissions to accept the inventory but then also attach the HUD. Thank you for any advice
  11. Thank you very much for the advice, I'll pursue the named child-prims approach.
  12. oh, here are the messages: [10:48] Object: link 3 received: Fourth guy [10:48] Object: link 4 received: Second guy [10:48] Object: link 2 received: Fifth guy [10:48] Object: link 4 received: Third guy
  13. I have an object comprised of a large number of prims. I thought it would be more efficient to communicate with MessageLinked to each specific prim by using that prim's link number, rather than using LINK_SET and having each prim determine if the message was meant for it by filtering on the data being sent. Alas, that didn't work for me. So I created a simple linked object of three boxes, resulting in link numbers 1, 2 and 3. In the root prim (link number 1) I placed a script that send one message to link 2 and a different message to link 3. In each of the other two prims (link # 2 and 3) I created a script that printed the message it received. What happened is that the link 2 prim printed the prim 3 message and prim 3 printed the prim 2 message. I verified that each prim had the correct link number. To complicate matters further, when I added a fourth box, the second box got the fourth box's message, the fourth box got the second box's message. The third box got the correct message. I continued to add boxes and they all seem to confuse the link number for their prim with someone elses. Any thoughts? Root script: default { touch_start(integer total_number) { llMessageLinked(2, 0, "Second guy", ""); llMessageLinked(3, 0, "Third guy", ""); llMessageLinked(4, 0, "Fourth guy", ""); llMessageLinked(5, 0, "Fifth guy", ""); } } Prim with link # 2: default { link_message(integer source, integer code, string data, key ID) { llSay(0, " link 2 received: " + data); } } The other scripts merely change the llSay message to define the correct prim
  14. I've got it working. Thank you so much for all the advice!!!
  15. Thank you so much for the overwhelming responses to my question. For my purposes, I only ever display one side of the cards as they lie on the table, either face up or face down. the sides can be invisible. I'll work with the suggestions made and see where it leads me. I'm a pretty competent scripter, but my Blender skills are minimal, A further complication is that I want the cards to overlap as they are dealt out to save table space. I've accomplished all that by having each card as a separate object and shrinking the card and texture as I deal the overlapping cards, but that comes at a very high prim cost as you can imagine in a multi-player game. Thanks again, everyone. It's a challenging, yet interesting problem to solve!
  16. I've written a game that involves the display of playing cards on a table. It's working fine except that i use one prim for every card on display. I've come across a number of table card games where the card images appear to be part of a mesh that's linked to the table. Does anyone know how that's done?
  17. I've done further testing and it appears that the 20 minute rule applies to most regions I had my driver-less vehicle passed. There were some, however, that would not permit entry without an attached avatar. When I sat back on the vehicle and the trip continued.
  18. Qie: Your analysis suggests that as long as i don't keep my empty vehicle more than 20 minutes in any region, it wouldn't auto-return. I'll have to do a bit more testing, but I'm almost certain my vehicle vanished even though it moved across regions at 10 m/sec (i.e. half a minute max)
  19. Yes, it's the amazing Yavascript boats that triggered my curiosity about how that scrip avoids being auto-returned.
  20. I'm working on a script that moves my avatar around protected mainland waterways. it works fine, except of course if I get off the transport object, SL returns the object to my lost and found folder after a short interval. I expected that to happen, however, I see other objects with no attached avatars doing similar travel without being removed by the simulator. Does anyone know how that's done?
  21. I gather that there are other editors available. Is that a good option? which ones?
  22. I'm using the editor in the viewer. I gather that's a bug then?
  23. As I write a script, the ending curly brace normally positions itself correctly, as in: if (a == b) { some code } at some unpredictable point, however, it stops doing that, leaving the curly brace, as in if (a == b) { some code } and I have to manually move it back. Is this a bug or am I doing something to cause this behaviour?
  24. Since upgrading (being kind) to Win 10, my GTX 960 crashes once/twice a day. This never happened in Win 7. I use the latest driver (10.18.13.5850) as well as previous versions to no avail. SL is the only one giving me problems. Any advice?
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