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About Me

Found 3,007 results

  1. 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.
  2. 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.
  3. 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. 😎
  4. 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!
  5. 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 )
  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. 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
  8. Hi, i'm looking for a scripter that can get my ferris wheel to spin and load cars properly. I would like for it to spin for 5 minutes then stop for 2 minutes to let people on & off, then start back up again. I have the base spinning fine with this script http://digigrids.free.fr/wiki/index.php?title=Ferris_Wheel but i'm getting an error when I try to get the cars in. So if anyone can get this script to work or one of their own that'd be great. ferris wheel pics https://gyazo.com/fd8912be5a6b9c846755881d3e810a44 https://gyazo.com/8651e3f3025f26ef2a43fdf7809ac84d https://gyazo.com/d9f422083c410e603791943d6bf804b4 Paying 4k for anyone that can do this job, ty ❤️
  9. 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
  10. 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 ....
  11. 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.
  12. Hello everyone. I'm looking for a good scripter to help me out with a lsl project for my business. We'll be talking about llDialog, texture changers and other usual house controls. Interested people please, contact me inworld (Tinas203 Resident, either in the main or test grid is fine), so we can discuss about what the project is and all the other details required for us to make a deal. Thank you.
  13. Hello, I am looking for a professional scripter that can provide me a rough estimate upfront to produce a meter containing the following tags, Database, Meter, Combat, Drugs, Role Play System. Once I have your quote we can continue to talk but do not contact me and ask me for any more details or to Disclose my Ideas as there are many huds out there already which are similar to what I wish, just not HOW I wished mine to be. Therefore this work should not take too much time to do as the basic layout already exists. If your a true scripter, this should not take too much of your time, and I don't wish it to cost me a lot of money either. My work is Exclusive and NOT for sale to anyone under no circumstances. I look forward to hearing from you..
  14. Well, here's a simplified SAMPLE of a script that might be relevant to the task, assuming I understand what's being attempted here: /* Public Domain, 2019, Qie Niangao NOTE WELL: THIS DOES *NOT* SUPPORT RESIZING OR ADJUSTING THE OBJECT WHILE IN MOTION If any adjustment is to be made, the script must be stopped and reset and links moved to their new home positions before the script is started again SIMPLIFIED by assumption that root prim's Z axis points straight upward in world coordinate system (it's not THAT complex, but hire a scripter already, huh?) */ list FLOATING_LINK_NAMES = ["Candle", "Flame", "Flower"]; float UPDATE_INTERVAL = 0.1; // Make this as LARGE AS POSSIBLE while motion is still acceptably smooth integer STEPS = 20; // Use as FEW AS POSSIBLE while still obtaining acceptably smooth motion float MAX_Z_OFFSET = 0.5; integer twoSteps; integer step; list floatingLinkHomes; // positions only, they won't rotate integer homeListLength; // Interpolated motion http://wiki.secondlife.com/wiki/Interpolation/Cosine/Float float fCos(float x, float y, float t) { float F = (1-llCos(t*PI))/2; return x*(1-F)+y*F; } // Released into public domain. By Nexii Malthus. default { state_entry() { integer link; for (link=llGetNumberOfPrims(); link>0; link--) if (~llListFindList(FLOATING_LINK_NAMES, [llGetLinkName(link)])) { floatingLinkHomes += link; floatingLinkHomes += llList2Vector(llGetLinkPrimitiveParams(link,[PRIM_POS_LOCAL]), 0); } twoSteps = STEPS * 2; homeListLength = llGetListLength(floatingLinkHomes); llSetTimerEvent(UPDATE_INTERVAL); } timer() { step = (step + 1) % twoSteps; integer zStep = step; if (step > STEPS) // past halfway so moving downwards zStep = twoSteps - step; list parmList; integer homeListIdx = -2; while ((homeListIdx+=2) < homeListLength) { parmList += PRIM_LINK_TARGET; parmList += llList2Integer(floatingLinkHomes, homeListIdx); parmList += PRIM_POS_LOCAL; vector thisHome = llList2Vector(floatingLinkHomes, homeListIdx+1); parmList += <thisHome.x, thisHome.y, fCos(thisHome.z, thisHome.z+MAX_Z_OFFSET, (float)zStep/(float)STEPS)>; } llSetLinkPrimitiveParamsFast(0, parmList); } } The idea is that the prims that are to move up and down are all named "Candle", "Flame", or "Flower" but that can be changed with the list constant FLOATING_LINK_NAMES. It assumes that all those are supposed to move up and down in lockstep; if they're supposed to move as separate subassemblies: hire a scripter. If the Z orientation of the root prim isn't aligned with the world coordinate system: hire a scripter. As I was writing this, I realized I probably should have just said "hire a scripter" to begin with, but maybe this is a place for them to start. Anyway, assuming this is relevant to the desired effect, please toggle Develop / Show Info / Show Updates to Objects (Ctrl-Alt-Shift-U) and watch the blue boxes streaming up from the prims. Contrast that with the simple llTargetOmega() spin. This is why this effect is so expensive. Incidentally, the update volume could be reduced by two-thirds by instead using a single mesh model that combines the flower and candle, with its origin at the point from which particles are to be emitted, axes oriented the same as the particle emitter prim you're using now. The general rule there is that scripted objects should always be modeled to accept a script, not scripted to fit a model.
  15. 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(); } }
  16. 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.
  17. TAVOR Team looking to expand it staff Crew! We are looking for a dedicated Scripter / Mesh Builder for projects! Abit About TAVOR, We create Offroad Vehicles such as Side by Side , ATVs , Utility vehicles , Gears and Accessories alll for the offroad world . we make side projects such as RP vehicles and Custom works for users. If this fits for you? then your place is with us ! All new Staff member will be signed a contract they work with cant use anything they create assosiated with us for other uses or selling. Salary is based of our selling ( Staff member with be given distrebution % part of our already published projects ) for more info and contact : Dianna Aura revochen Mayne TAVOR Team
  18. Hello I have been in SL for more than 10 years, doing scripts for multiple customers (Weapons, Jewelry HUD, color/texture changers for shoes, clothes, PHP, Database, Coding bots, ...). It is time for me to find a builder partner to work with me and make some recurrent business. If you think being able to be part of such type of projects, please contact me inworld with a Notecard or IM if I am online. I'll get back to you. Thank you L.S
  19. I need a scripter for a TCG i'm making. for more info on this, please message me inworld
  20. Hello! We need an advanced scripter for several tasks related with animations (couples, groups, HUDs..., developing special products with animated props..., etc.) Please, IM me (Shadow Farstrider) in-world. thank you!
  21. 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!
  22. 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.
  23. 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.
  24. Hi, I'm an experienced computer programmer looking for employment. If you are looking for someone to create something for you, do not hesitate to message me. I can do almost anything on SL script related as well as web development. I'm proficient with the following... LSL (Linden Scripting Language) LAMP (Linux, Apache, MySQL, Python / PHP) Golang Java HTML/CSS/Javascript SL Projects I have worked on... Bento Hand HUD Color Picker HUD Breedables Fighter HUD Sitting Scripts Weapon Scripts You can message me here or aurelio24 Resident. I'm flexible with prices and it all depends on your project.
  25. Hi, I'm looking to hire a scripter to script a simple demo rezzer for my store. I will pay for the work. If anyone is interested, please either contact me here or IM me (rxde Resident).
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