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About Me

Found 3,008 results

  1. Yes, I know this is a strange question. Instead of looking for solutions to a problem, I'm looking for problems for some solutions. Bel, my scripter alt, is starting a series of scripting classes for beginners at HHBS this Saturday and the title of the series is "Things that Move". Five, or possibly six, of the classes will cover texture animations, frame animation, smooth linear scrolling, rotate, scale and ping pong. If there's a sixth class, it will be about smooth animation with texture repeats. I want to present items that are actually useful for the participants rather than just "theoretical" exercises, they have to be fairly simple objects (these are scripting classes, not buiding classes) and of course not to big. I have some ideas. For frame animation I was thinking of a neon sign and for smooth linear a scrolling text display but I'd love to hear other suggestions and for the other kinds I don't really have any ideas I'm happy with. I could do water animations of course but that's a bit too boring. For rotation I was thinking of a "hypnotic spiral" kind of thing but that may be a bit to niche and a fan would probably be more suitable for the omega rotation class. Any other suggestions?
  2. I believe no. What I did was write a super small script that runs the animations for my bento addons. Here's the one for my ears: testMemory() { llScriptProfiler(PROFILE_SCRIPT_MEMORY); integer usedMemory = llGetUsedMemory(); // a tiny buffer to please my sanity. Up this by a small amount if you get stack heap errors in testing. // Alternatively considering changing the formular to: (usedMemory * 1.2). llSetMemoryLimit((usedMemory + 500)); llScriptProfiler(PROFILE_NONE); } default { state_entry() { llSetMemoryLimit(18888); llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION); testMemory(); } on_rez(integer start_param) { llSetMemoryLimit(18888); llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION); testMemory(); } run_time_permissions(integer parm) { if(parm == PERMISSION_TRIGGER_ANIMATION) { llStartAnimation("Ears"); } } } I am planning to include it with the one for my tail as well... My tail one responds to a chat command on a special channel to change the animation - and has 30+ animations, which is why I haven't combined it yet. Ear script: 5kbs, +64 for a second script that the ear maker put in there that I have yet to reverse engineer because it runs a deformer... Tail script: 14kbs. - That's allocated memory. They also use very little script time, which is the actual important metric... My tail script: // channel to listen on. // 43 was just a random number that I saw as unused but could remember easy. integer LISTEN_CHANNEL=43; // Put the default you want on rezzing here. Or set to "" to have the script randomize it string currentAnim = "SwingCenterMedium"; // Leave these blank. string lastAnimState = ""; integer choice = 0; // Cap the script to this memory usage. Dummy value replaced by test. // 18888 just happens to be what the test returned the first time I ever wrote // this function for another script, and has no importance. integer memoryLimit = 18888; /* * clearAnims * This function is critical in memory management and to avoid 'animation conflicts / ghosts'. Without this, old anims * can sometimes 'pop back up' and start playing when the avatar transitions to a new state. * Sitting/standing, changing sim, etc. There will also be an eventual stack heap collision error if this is not run, * once you have 'too many' anims lingering. Note that this is written to specifically ONLY clear out anims that were * put onto the avatar by this script - anims residing in the same prim as this script. That is a security choice. We * don't want to go messing with other things a user might be trying to do. Besides I was unsure how to get a list of those anims * anyway, and didn't see a good reason to research it. * * I have encountered a few objects made by others in SL that do close all anims, even bento anims, though the objects * themselves were made before even mesh existed. Thus I couple this function with a timer that restarts our currentAnim if * the right conditions are met. See the timer() function below. */ clearAnims() { integer i = 0; for(i=0;i<llGetInventoryNumber(INVENTORY_ANIMATION);i++) { llStopAnimation(llGetInventoryName(INVENTORY_ANIMATION, i)); } // Specific to my brand of tail, this is a deformer that fixes how short the tail I bought was. // Put any other needed 'deformer' here, or remove this line. llStartAnimation("*LENGTH M"); testMemory(FALSE); // rerun to avoid stack heap errors. } /* * This is a function called manually by the chat listener, to 'surprise' us with a random animation choice. * I have considered a feature to put this on a timer, effectively making this a cycling AO. */ randomAnim() { integer number = llGetInventoryNumber(INVENTORY_ANIMATION); float rand = llFrand(number); choice = (integer)rand; } /* * testMemory * There is too much memory bloat in scripts in SL. * The memory a script shows is allocation, not actual - but allocation is still removal of resources from a sim. * So we should always allocate no more than we need. * There is a risk that the value set for 'memoryLimit' will be too low. Test results and adjust if there is a stack heap error. */ testMemory(integer verbose) { llScriptProfiler(PROFILE_SCRIPT_MEMORY); integer usedMemory = llGetUsedMemory(); // a tiny buffer to please my sanity. Up this by a small amount if you get stack heap errors in testing. // Alternatively considering changing the formular to: (usedMemory * 1.2). memoryLimit = usedMemory + 2000; llSetMemoryLimit(memoryLimit); // The code for verbose can be removed on a release version to save memory. if (verbose) { llOwnerSay("Limited Memory " + (string)llGetMemoryLimit() + "\nUsed Memory " + (string)usedMemory + "\nFree Memory " + (string)llGetFreeMemory()); llOwnerSay("AnimationController script used at most " + (string)llGetSPMaxMemory() + " bytes of memory during Test."); } llScriptProfiler(PROFILE_NONE); } default { state_entry() { // The value here is pointless because we change it in testMemory below. // But not running this locks it to a maxed value. llSetMemoryLimit(memoryLimit); if (currentAnim == "") { randomAnim(); currentAnim = llGetInventoryName(INVENTORY_ANIMATION, choice); } llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION); // We need awareness of our current 'pose': standing, sitting, flying, etc. // Later when the state changes is when we make sure our animation keeps running. lastAnimState = llGetAnimation( llGetOwner() ); llListen(LISTEN_CHANNEL,"",llGetOwner(),""); testMemory(FALSE); } run_time_permissions(integer parm) { if(parm == PERMISSION_TRIGGER_ANIMATION) { clearAnims(); llStartAnimation(currentAnim); // Occasional test to see if something stopped it. // 2 seconds was chosen so as to not tax sim resources, but be frequent enough to 'recover' before a typical // user is likely to become notably frustrated. llSetTimerEvent(2.048); } } timer() { string curAnimState = llGetAnimation( llGetOwner() ); // It mostly likely freezes from a script in a state change shutting off all animations. // I have encountered a few objects in SL that do this intentionally even for animation outside of their // scope of control. The timer will let the user recover from this IF the user does an animState change. if ( currentAnim != "" && curAnimState != lastAnimState ) { clearAnims(); } llStartAnimation(currentAnim); lastAnimState = curAnimState; } on_rez(integer st) { currentAnim = ""; lastAnimState = ""; choice = 0; llResetScript(); } attach(key id) { clearAnims(); } /* * listen * channel - the chat channel used to control the script * name - unused * id - who has sent a message on the channel * msg - the message sent * * I do not like HUDs that obscure my view of SL. That was the original reason for writing this script. * The script's purpose grew when I realized bento animations often shut off on state changes or on login, * but it was originally intended to just let me play with my tail without having to click my mouse * somewhere where I could not see what was going on because of somebody's giant art project * they called a 'HUD'. :) * All of this functionality can be removed if chat based control is not desired. * At that point, the script's value is in the timer and clearAnims functions. * * Alternatively, chat based control can be left in as an option for people like me who dislike HUDs. Please... */ listen(integer channel, string name, key id, string msg) { if (msg == "list") { string response = "\n\nYou have these tail animations:\n+-----------------------------------------+\n"; integer i = 0; for(i=0;i<llGetInventoryNumber(INVENTORY_ANIMATION);i++) response += (string)i + ": " + llGetInventoryName(INVENTORY_ANIMATION, i) + "\n"; llOwnerSay(response + "-----------------------------------------+\n"); } else if (msg == "current") { list anims = llGetAnimationList(llGetOwner()); string response = "\n\nYou have these current animations:\n+-----------------------------------------+\n"; integer i = 0; for (i=0;i<llGetListLength(anims);i++) { response += llList2String(anims, i) + "\n"; } llOwnerSay(response + "-----------------------------------------+\n(This is all sources: your AO, furniture, any HUDs or attachments, etc.)\n"); } else if (msg == "stop") { clearAnims(); currentAnim = ""; } // This routine is for accessing verbose memory testing - as in telling the user how much memory the script is using. // If for some reason you desire to conceal that information from the user, know that they can still guess it from looking at avatar script // info in About Land... else if (msg == "memory" || msg == "test") { testMemory(TRUE); } else { // Manually request a random animation. I have not placed this into a timer based AO setup in order to save memory and because I have not yet needed such. // However for something like hand poses of facial expressions that might make a lot more sense. Or... if I put together a more fluid set of tail animations // than the jumbled mess I have at present. I'm a scripter, not an animator... so my animation choices didn't give me a good AO result... if (msg == "random" || msg == "rnd" || msg == "rng" || msg == "r") { randomAnim(); } else { choice = (integer)msg; integer number = llGetInventoryNumber(INVENTORY_ANIMATION) -1; if (choice > number) { llOwnerSay("Choice invalid. Please use between 0 and " + (string)number); return; } } clearAnims(); currentAnim = llGetInventoryName(INVENTORY_ANIMATION, choice); llOwnerSay("Choice: " + (string)choice + " Anim: " + currentAnim); llStartAnimation(currentAnim); } } } ISSUES with combining: All I need to do to combine these is add: llStartAnimation("Ears"); After: llStartAnimation("*LENGTH M"); In the clearAnims() function. - only reason I haven't is I haven't taken the time to yet because I want to also add a routine into 'list' on Listen to not display those two animations... I just need to sit down for a minutes and clean that up... I'm showing both scripts here because if you have a single bento animation you always run you want the first script, if you have a selection of animations you want a modification of the second script.
  3. If you have mod permissions for the object, then yes, you can yank the anim out and replace it with another one. There's no guarantee that if will work, of course. The scripter may have designed the unit to work with that one specific anim. If so, you'll have to modify the script itself to trigger a different anim.
  4. Many creators have not so much clue of creating. More creators have no clue of SL. Nearly no creator has a clue of scripting. What you expect? You get what you see now. It's not hard to make a script taylored for a specific hud - but only for an experienced scripter. It's surely possible to make a customizable script system for hud development. Big documentation is needed which nobody reads but IM the creator instead. So if there is really none on the market I do not wonder about that. 😎
  5. This issue has been resolved and can be closed. The apparent failure of llAllowInventorDrop(FALSE) was because the non-group avatar I was testing with had been given blanket permission in Contacts > Friends to edit my objects. After I removed those permissions and waited 6 hours ( just in case it takes time to percolate through the system) everything is working fine again. ================ I'm a reasonably good scripter in LSL but i cannot get llAllowInventoryDrop(FALSE) to work for me. Symptoms: once I set llAllowInventoryDrop(TRUE) one time in my script in a simple prim, it doesn't seem to matter after that whether I set llAllowInventoryDrop(FALSE) or not, it's always true. Does anyone recognize this problem? I'm trying to make a group-specific notecard drop-box script, and want to turn on or off inventory dropping depending on the group tag the user is wearing. Thanks in advance for any info, pointers to documentation or bug-reports, or other wisdom! =============== OK, in attempting to make a tiny script that demonstrated this problem, I realized i have a different problem: nothing I do makes my objects so they cannot be modified by other avatars! This may be why I have the original problem, that llAllowInventoryDrop(FALSE) was not working to stop other people from dropping objects into my prim's inventory. ok - tracked this down to my having checked "Friend can edit, delete, or take objects" as permissions in my FRIENDS tab!
  6. I don't know what landowners do. I know what merchants/creators have to do - learn mesh; provide customer support; fix things that break because something has changed - all my boats for instance, the camera view has suddenly changed and I don't know why. And this happens too often with scripted items, good for years and then something stuffs up - thank you LL; the tedious task of listing items on MP; the hours...days....weeks of trying to get that item/texture/script just right to avoid the dreaded 1 star, and then stop in the middle of your concentration to give customer support and have a friendly, polite chat. And am I working now? No, because I just don't feel any drive to do it. All those boats with the stuffed up camera view that was good for over 10 years, I'll probably end up getting 1 star before too long. But I need to work on the script so people can change the cam view themselves, and I'm not a scripter but I have to learn since my partner is gone from SL. Anyway after many many hours I finally have it working and have to add it to all my boats, and then rezzers too. And that's a snapshot of my life as a merchant - yes, I get more money for this than I deserve 😕 Please fill me in on what landowners do?
  7. By all means. I assume that any scripter will automatically think of the potential monkey wrenches, and will code safeguards to dodge around them. Check to be sure that the message is coming from a reliable source, that it's within the range of "acceptable" messages, that it isn't a duplicate of one that you have already received ....
  8. I think that's a fair overview. I have always known more creators than I suspect most people do, but that's because I was drawn to building things and then, rather quickly, to scripting them. If I were starting in SL today, I would probably not feel the same pull. The prolific builders and clothing designers today are semi-pro 3D modelers who have honed their skills outside of SL. They do their serious design work off-line and import the finished products later, so they don't offer the same "Here, let me show you" sort of casual mentoring that was common a decade ago. Scripters are a slightly different breed, because we have always done our work out of view. Even when we script things in world, it doesn't look as if we are working until something suddenly moves or changes appearance. Still, scripting itself has become more arcane with the introduction of Experiences, animesh, pathfinding, and a tripling (quadrupling?) of the number of native functions in the LSL toolbox. I think it's harder for a newbie scripter today than it was back in the day. At the risk of overreaching, this shift from being a population of creators to one of consumers seems to have paralleled RL. Over my lifetime,I have watched cars become complicated enough that a neighborhood kid can't easily tinker with his hotrod in the driveway the way he could in the 1950s. A budding mechanic needs computer diagnostics and special tools to do things that his father and grandfather did with a screwdriver and a socket wrench. We don't sew at home any more -- it's hard to find a fabric store even -- and even cooking has been outsourced to fast food restaurants and frozen pizza. We have learned to expect other people to make things for us, and there are fewer "other people" in small shops and garages. Given that trend in RL, I don't find it surprising that SL residents -- especially the younger ones -- are consumers rather than creators. Now that I've written this, I really feel like a codger.
  9. I need a scripter for a TCG i'm making. for more info on this, please message me inworld
  10. Admittedly I haven't scripted a gun in years, and I'm not sure I've ever fired one except in mouselook (and without looking at the script I've always assumed the bullet came from avatar center, not the gun barrel), but if there were a gun to my head (so to speak), I'd script that gun to force an overriding animation on the attaching avatar to have some better hope of guessing where the gun might be, compared to letting the avatar animate at will, thus offsetting the gun arbitrarily from the avatar center. I mean, you could also futz around with the attachment point, if that's something that could change from one wearing to the next, but you'd still need to know what any animation does to that attachment point geometry, which you'd just have to code into the script (perhaps scaled by avatar size) because the sim simply has no idea what's happening to the avatar skeleton, which is only known to the viewer when playing the animation. That's why a viewer-side effect such as particles can be specific to the viewer-side geometry of an attachment. I dunno, maybe a weapons scripter has some other tricks that could make the effect better, but there's a big constraint on how precise it could possibly be.
  11. The post talks about rezzing something other than the vehicle itself, at one point in its travel path. Seems pretty straightforward for a beginning scripter, but the "sensing" technology can differ in impact on sim performance: Best case, I think, would be an llVolumeDetect() prim with which the vehicle collides, assuming the location ownership allows rezzing such a thing (either on or encroaching through the space). Just about as good, I imagine, would be a change in the scripting of the vehicle to have an appropriate llTarget() and then when at_target() either rez its own thing or chat to trigger a nearby rezzer. Failing both of those possibilities, I'd probably have the rezzer llCastRay() down the path to detect and identify the approaching vehicle, then closely monitor its progress with OBJECT_POS (or maybe just time the rezzing to coincide with the vehicle's predictable motion from the time and position of detection). Worst case, but probably most likely for a beginner, would be llSensorRepeat() to do more or less the same as raycasting but using more resources.
  12. I have a 4 seater vehicle that travels on a specific path. At a certain point in the path, I need a rezzer that will sense the vehicle's presence, rez one copy of an object from the contents, then reset and wait for the next vehicle to be sensed before rezzing another one. I can't seem to find something that does this task. The scripts I've tried either don't rez anything, or rezzes multiple copies. I'm more of a builder than a scripter, so I really don't have the expertise in this area. Any help would be greatly appreciated!
  13. Hi everyone, I am not a scripter but love to play around with it and create. I have been working on bomb-explosion script for the last few months after i found one while going thorough dozens of articles etc. I made a lot of versions of the original script as well as modified it a lot. To make the bomb-explosion upon land-collision look good, i need to link around 5-6 particle scripts together placed in a prim. I have been banging my head on the wall for so many months and tried everything possible to my knowledge but have failed. Would appreciate any advise, guidance. Thanks in advance! Here is the script - string sound = "Explode"; explode () { llSetStatus(STATUS_PHYSICS, FALSE); llTriggerSound("Explode", 10.0); llParticleSystem([ PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_SRC_TEXTURE, "", PSYS_SRC_MAX_AGE, 3, PSYS_SRC_BURST_RATE, 0.0, PSYS_SRC_BURST_PART_COUNT, 5, PSYS_SRC_BURST_RADIUS, 0, PSYS_SRC_BURST_SPEED_MIN, 2, PSYS_SRC_BURST_SPEED_MAX, 2, PSYS_SRC_ACCEL, <0,0,0>, PSYS_SRC_ANGLE_BEGIN, 0, PSYS_SRC_ANGLE_END, 0, PSYS_SRC_OMEGA, < 0., 0. , 0.>, PSYS_PART_START_GLOW, 0, PSYS_PART_END_GLOW, 0, PSYS_PART_MAX_AGE, 4, PSYS_PART_START_COLOR, <0,0,0>, PSYS_PART_END_COLOR, <0,0,0>, PSYS_PART_START_ALPHA, 1 , PSYS_PART_END_ALPHA, 0 , PSYS_PART_START_SCALE, <4,4,0>, PSYS_PART_END_SCALE, <4,4,0>, PSYS_PART_FLAGS, 0 | PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK]); } default { on_rez(integer startup) { llSetLinkAlpha(LINK_SET, 1.0, ALL_SIDES); llPreloadSound(sound); llSetTimerEvent(3.0); } timer() { llPlaySound(sound, 1.0); explode(); llSetLinkAlpha(LINK_SET, 0.0, ALL_SIDES); llSleep(4.0); llDie(); } land_collision(vector pos) { llPlaySound(sound, 1.0); explode(); llSetLinkAlpha(LINK_SET, 0.0, ALL_SIDES); llSleep(3.0); llDie(); } }
  14. We got that a bit earlier (colour-coded emphases mine): So what we learned here is that the error is the common new-scripter error that button label text is exceeding 24 characters, specific to one animation, but the added animation has a less than 24 character name. What we do not know is how the script concocts button labels, nor which buttons are being labelled when the error is generated. Maybe it hangs extra characters onto the button label sometimes, or maybe it's doing something altogether unrelated to animations, yet triggered by adding an animation. In my experience, most animation systems do not simply use the anim name itself in button labels, but rather some other text supplied in the configuration notecard, but I have no clue with this system. So if that's not a thing for this system or if we're sure there can be nothing wrong with that notecard, at this point I'd probably remove the animation that triggered the error message and the one added just before that, make sure the error goes away, then try adding them back in the reverse order. If the error message recurs right away when adding that same anim, I'd look for anything at all about that animation and its notecard specification that's different from others; might be name, might be something else. In any case, it's right to call this a bug in the animation system. This particular error should never be able to be triggered by a user under any circumstances. If this system has anybody supporting it, they should be informed of the problem. The steps above may identify a workaround -- and they may help in composing a coherent bug report for the system maintainer. There are a couple things that seem unrelated to the problem, but keep coming up, first the permissions on the furniture being created. Unless this animation system is making different button labels based on permissions (which seems unlikely), I really think the different permissions are only coincidentally related to the problem. If the very same animations using the very same configuration notecard don't cause the same error in a full-perm object, the animation system is doing something very strange indeed. Second: What's prompting the change of viewer Debug Settings here? Could it be that documentation for the animation system is talking about some product-specific debugging flag used in the configuration notecard or somehow? Or... well, how did the idea arise to change the viewer's Debug Settings? I mean, they're fine to experiment with in general, but I can't think of any of those settings that would help at all in debugging this script's behaviour.
  15. Probably. As Qie said earlier, though, a no mod script is a black box. Like Neo, I cannot imagine why anyone would write a script that could delete inventory if you change a debug setting. It's not one of those things that I would usually dream of worrying about. The fact that the scripter bothered to make that notation, though, does raise the faint possibility that he's done something that he thinks might cause you to lose inventory. You might as well be cautious (unless the inventory items are copiable, in which case, give it a shot).
  16. Wow, more than! Thanks Chaser. Now just for clarification (since I'm not a scripter): would the tv/script I buy have to indicate its compatibility with Twitch/Youtube/Icecast specifically? Ideally I would be looking to do streaming solo without Youtube or Twitch, is this where Icecast comes in? And, I didn't know VLC was a streaming host! Clearly I have more research to do lol
  17. i had a reply earlier today working on it. but ill give you a shout if that scripter doesnt work out. tysm!
  18. Hey! I seem to know a scripter who is wonderful at what he does. Can you add me in world so I can pass you the info ? Megatkinson is my name.. Thanks
  19. Looking to hire a fair priced scripter I'm in need of a song playing script that can hold multiple songs with a menu pop up to select what song to play. with menu options to loop and adjust volume and stop playing. contact me with a price quote tysm dravenrose ( 3rd Eye Perceptions Owner )
  20. Heya all! me and a friend are hoping to start a new milking system but lack the skills script wise, we are hoping to either hire or include as a partnership of the project so they would get 1/3rd of all profits, what ever suited the scripter best! The system at hand we hope to have these qualities; 1) to have a hucow HUD, system that shows milk levels rising 2) change in shape/mesh attachment to show milk collecting in urrmmm desired areas (trying to keep it pg here >.>) 3) to have a owner system that would connect with the hucow version to show stats and be able to claim ownership, also able to boost hucows 4) be able to script compatible furniture for milking and items to store milk. please contact sophy7777 Resident in world or reply here
  21. The only real risk is that it might warn somebody outside your parcel, but a script can't actually eject or teleport home anybody except on the owner's land.* In theory, a sensor-based script wouldn't necessarily be leaking warnings outside your parcel because the script can always call the llOverMyLand() function to make sure it's only messaging within the parcel, but without looking at the source code you can't really be sure what it's doing. In any case, though, it's also more efficient to not use a sensor and instead use the relatively more recent llGetAgentList() as @Gadget Portal rightly suggests. Speaking of relatively recent LSL functions, llReturnObjectsByOwner() now makes it possible for a script to remove from a parcel items owned by anybody not on a list, so that would satisfy the desire to "have my friend come over and be able to rez items" without using a group slot. I personally prefer using the built-in parcel auto-return function, but I guess if there's already a security script running on the parcel it wouldn't be all that much more work to occasionally check llGetParcelPrimOwners() for unauthorized rezzers. Sorry that as a scripter myself I can only answer these things hypothetically, having no idea what scripts are actually on the market. ___________ *For completeness: In the very olden days, some "security" scripts used physical push to get intruders off the parcel, and that could mistakenly apply outside the parcel. I can't imagine any still do that, though.
  22. Personally, I don't use any security at all, but I guess my parcels must all be in "the good part of town" because I only very rarely encounter any troublemakers and then can just eject and add them to the ban list for a while. But I know there are rougher neighborhoods, so... The Bellisseria continent covenant about security scripts is almost good enough -- you just have to find a publically available device that satisfies those specs because the actual Bellisseria scripts only work on those parcels. The one thing about them that's not quite good enough, though, is that they do not automatically shut themselves down when none of the pre-authorized owners are in the region (or not even in-world) -- for me, that's crucial because it's just daft to be protecting my pixels when I'm not even around, and I'd much rather any visitors felt welcome to use my stuff in my absence. But YMMV. One I'd try, just based on the scripter's reputation, is free and full perm on Marketplace (but I have no other information about it -- never used it myself -- it's just the first one I'd try, so this isn't a real recommendation).
  23. Id be happy to help, i would need to find a scripter who could help scripting IF you wanted that kinda deal but it be a fun and intresting project!!
  24. hi im searching for a scripter. It's about a multi Part texture changing script. The script is already done and its working.. i would just need an additional function added to the script. If you are interested and you got time please contact me here or directly inworld. thanks
  25. I am creating a cage,a time out chair, and some other furniture with RLV capture options. I've followed the AVsitter manual to set up the animations and the RLV scripts. That worked great!But my knowledge of scripting is very basic. So I need someone familiar with scripting who can guide me on how to remove hover text/change the text and also to add and remove the RLV options that I do not want in the furniture.
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