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SusieQ Ragu

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Everything posted by SusieQ Ragu

  1. Hi Sean....we would accept the 300 + 300 transfer fee offer.
  2. Grandfathered Homestead for sale full transfer. Monthly tier of $95 usd due 25.th of each month Region must be moved and renamed. Send offers to include the $300 usd transfer fee to SusieQ Ragu.
  3. Thank you so much Ron....that was exactly what I needed. I tend to think i need to be "liniear" in scripting and therefore had the link message totally wrong lol. Can't thank you enough for the help.
  4. Can anyone help with this script? I've combined a random sound script found in our inventory for sea gulls with another script used in an AVsitter project. It all works fine until it inserted the Link_Message function which should send the code that will set different sound levels for predetermined conditions outside of the script. I've tried placing the Link_message in several different locations with no success...I always get a syntex error. Would appreciat any help: //integer msglinknum = 222333; open for testing integer sounds = 0; // number of sounds in inventory integer random; string sound; // sound name integer n; // loop counter variable list soundnames; //string msg; open for testing LoadSounds() { // msg = "1"; open for testing soundnames = []; sounds = llGetInventoryNumber( INVENTORY_SOUND ); for ( n=0; n < sounds; ++n ) { soundnames += llGetInventoryName( INVENTORY_SOUND, n ); } } default { state_entry() { LoadSounds(); llSetTimerEvent( 1.0 ); } timer() { random = (integer) llFrand ( sounds ); sound = llList2String( soundnames, random ); for (n = 0; n < 5; n++) // Where 10 is the number of times to repeat. { link_message(integer sender, integer num, string msg, key id){ if(num==222333){ if(msg=="1"){ llTriggerSound(sound, .75); } else if(msg=="2"){ llTriggerSound(sound, .50); } else if(msg=="3"){ llTriggerSound(sound, .25); } else if(msg=="MOOR"){ llTriggerSound(sound, 1.0); } else if(msg=="OFF"){ llStopSound( ); } } llSetTimerEvent( 10.0 + (llFrand(5.0)) ); } changed (integer change) { if (change & CHANGED_INVENTORY) { LoadSounds(); } } }
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