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jak Scribe

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Everything posted by jak Scribe

  1. I totally agree that it "should be" impossible... HUD1: Dialog script 1. This script uses a negative random channel number based on owners UUID and is only used inside this script. 2. The script receives the users input over this random channel and passes it on to the Main script using llMessageLinked( LINK_THIS, timeout, reply, mode ) - time: a integer variable telling how long the Dialog script should wait before giving up and returning a timeout code. - reply: a string variable containing the text of the button clicked apon - mode: a string variable that was sent to the Dialog using a llMessageLinked( LINK_THIS, timeout, buttons, mode+"|"+Title ) HUD1: Main script 1. This script (in the same prim) catches the reply using link_message(integer sender, integer num, string str, key id) 2. It checks that the mode is the same one that it sent to the Dialog script, all others are ignored. 3. It displays (for test purpose) the contents of the variable str (reply) and variable id (mode). 4. It shows the expected mode id (mode) but the str (reply) contains data from the Dialog being used in HUD2 that I am using at the same time! Q: Do multiple Huds loaded at the same time in my viewer "act" as if they are linked? PS. I did the test suggested by Rolig Loon and I got the expected HUD_NUMBER but still with the wrong replies. (This test is, IMO, not much different from me checking the id variable)
  2. DLG_TIMEOUT is just the timeout time that the Dialog should wait until it returns to the calling script. I will try what you suggest (I am always flexible in my coding LOL) and get back to you after my steak is done and eaten MMMM
  3. The problem is only occuring with the llMessageLinked to link_message. The messaging using llRegionSayTo are working fine. Hud2 receives llMessageLinked sent from its own Dialog Script correctly. "Try sending a message that is coded for a specific HUD ( like "1~Message" or "2~Message") and then letting each HUD parse the message to figure out whether it is intended for that HUD or should be ignored. " I am sending the Dialog script a coded text ("want_something") in the variable id which it sends it back with the reply the user selected in the Dialog and although I am catching and checking that coded text in the link_message, the variable str contains data from the non-linked prim and script. It was working perfectly until I started to find ways to reduce the memory usage LOL
  4. Hi, I have created two huds, one is the Controller (Hud 1) and the other is the one being controlled (hud2). Hud 1 and Hud 2 I pass messages using llRegionSayTo and listen on a negative channel. Hud 1 and Hud 2 have more than one script in them. Hud 1 and Hud 2 also the same "Dialog Script" in them to communicate with the Users. Now my problem: When the "Dialog Script" in Hud 1 sends a reply using llMessageLinked to another script, then Hud2 receives them also ?? (Debug() is a function I can turn on or off from showing debug messages) Here is a shortened version of the script that is having this problem: JS_Dialog( string dMode, string dTitle, list dData ) { llMessageLinked( LINK_THIS, DLG_TIMEOUT, llDumpList2String(dData,"|"),"JS:"+dMode+"|"+dTitle); } default { state_entry() { //Debug( "state ready" ); integer listener = llListen( COMM, "", "", "" ); } listen(integer channel,string name,key id,string message) { if (channel == COMM) { if ( message == "READY" ) { JS_Dialog( "want_something", "Would you like to do it?", ["Yes", "No"] ); } } link_message( integer sender, integer num, string str, key id) { if ( (string)id == "want_something") { Debug( (string)id+" "+str ); //<----showing me other messages using a different id than "want_something" ??? } } } I would be grateful for any constructive ideas before all of my hair turns grey! Regards Mac aka Jak Scribe
  5. Hi, I have a Prim with one face partially transparent (Alpha). I tried using llSetLinkColor and also llSetLinkPrimitiveParamsFast, both work at changing the color but both make the whole Prim colored, removing my alpha parts. If I edit the Prim face directly, and change the color there, it just colors the non-alpha part, which is exactly how I wish to do it from a script. Any 'good' suggestions please? Regards Jak "The head is round, so that thoughts can change direction - Francis Picabia"
  6. Just a little extra information: Windows 7 has always supported Touch Screens. If you like having a OS designed for mobile phones running on your PC then Windows 8 is fine, otherwise it brings no advantages over Windows 7. (Added this comment to another thread, but seems it should be noted here too)
  7. Just a little extra information: Windows 7 has always supported Touch Screens. If you like having a OS designed for mobile phones running on your PC then Windows 8 is fine, otherwise it brings no advantages over Windows 7.
  8. Thank you for all the replies. I was checking the script UUID but as Miranda Umino mentions, the Prim UUID changes when the object is copied by dragging so I can check if this UUID das changed and request a new key. @ Innula Zenovka: Sorry, maybe I didn't explain clearly: Every rezzed object must have a different key, once the owner has entered a key via Dialog Menu then it will not be asked again (The owner can change it if required), and the key stays in the script even when the object is returned to Inventory and rezzed again. The script is not reset when copied by dragging, therefore there exists two objects with the same key, making it impossibly to address only one of the objects. Someone told me that they have objects that they can copy from Inventory but not copy by dragging. I am looking into how that is done.
  9. HI, I have an object that is copy, mod, no transfer but contains scripts that are copy, no mod, no transfer. Every time the object is rezzed by the new owner it asks for a key number that can be used to call up the menu of the object. My problem is that when the rezzed object is copied with drag-shift both objects contain the same key number, meaning both open their menu when called from the chat line. Can I detect that an object has been copied with drag-shift? Is there another way of solving this problem? Happy for any decent suggestions.
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