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  1. Does mama alpha inform the father or partner that you're using the alpha hud? Even if it doesn't use it. Also, I want to know what some people think.
  2. Hello, I made a HUD, and I found a script for detaching it: 1. This is the X prim script (and it works just fine) default { touch_start(integer num_detected) { llMessageLinked(LINK_ROOT, 0, "detatch", NULL_KEY); } } 2. This is the root prim script, but I encounter an error on it: (4, 29) : ERROR : Name not defined within scope default { on_rez(integer start_param) { llRequestPermissions(attached, PERMISSION_ATTACH); } link_message(integer sender_num, integer num, string str, key id) { if ("detatch" == str) { //if (PERMISSION_ATTACH & llGetPermissions()) { llDetachFromAvatar(); } } } } Does anyone know what's not correct?
  3. Hello im looking for either a guide on how to make a RP hud/script. Im looking to start a new RP/Breedable system and need a guide that can help get me started or looking for people that are interested in the same thing and are looking for work Any help is appreciated ty!
  4. Hello I am working on making avatars and would like to add some animation functionality to them. For example, I'm trying to create a head with a movable jaw, controlled by a slider that goes from closed to fully open. The head is rigged to the bento bones, so what I'm trying to find out is if it is possible to control an animation in-world, frame by frame, or if I would have to cut the animation into individual animations for each frame, toggling between several animations along the slider to open and close the mouth (The latter option seeming quite wasteful). Secondly, I am slightly perplexed by what LSL functions would allow me to create such a slider in the first place, so any advice in a more right direction would be much appreciated. I'm guessing it would be something along the lines of llDetectedTouchUV, but I would rather ask for help before trying to re-invent the wheel!
  5. I made my first HUD for a lelutka hairbase and I followed every direction from Lelutka and tested and finished the HUD but when I send it to my friend the buttons do not work and i tried sending it to myself from the marketplace test option but still the HUD comes up and everything but the buttons don't work and yes I configured them all D: any help would be super appreciated! Thank you ♥Phi
  6. Been searching the MP but cant find anything that helps reduce the large foot print that too many huds on the screen cause. Huds for example for mesh body and heads, or dance and AO. I have too many all over the place. I know how to edit the hud screen and how to uncheck show hud attachment, but would like something I can put them all into and minimize/maximin to get them out of my RL face Any recommendations welcome. <3
  7. Another newbie question sorry! I have a few HUD items and once I've used them the first time, if I quit SL then go back in the control panel disappears. How do I get them back on screen? I'm deafinitely "wearing" the items, just need the control panels back. Advice please
  8. As somebody who wishes to get into creating multi-textured anything.. I am still primitive in the fact that I do not know where to look for a HUD to customize (I guess?) into becoming a HUD for selecting hair textures out of multiple textures to apply to a mesh hair.. or any object I wish to have multiple colors of something for. Where does one go about finding a color changing HUD? I mean.. I make my own textures for stuff.. so I do not need something pre-loaded at all if I do not have to have one.. but where does one start? or... How does one start making one? Any learning curves I have to look into?
  9. Hey. not so long time ago something happened to me - interesting and strange. Someone turned my avatar into a noob. completely replaced the shape and skin and clothing! I was very surprised. does anyone know what can make such a change without my permission? I did not press anything. The rlv is not enabled. Thank you.
  10. I am using llMoveToTarget to make my avatar move from point to point. Unfortunately, when my avatar moves to the location he does not turn to face the location - he continues to face the same direction regardless of where he moves to. The script that triggers the movement is on the avatar's HUD. I have tried several functions (llLookAt and rotation functions) but they all rotate the button and not the avatar. Is there a function that I have overlooked?
  11. i'm trying to find a simple solution to hiding a hud i built. i thought i found the answer using a simple door script that flips(rotates) the HUD off screen. that works perfect, i put the script in the root prim and when clicked it hides the HUD. the problem is when i click a child prim in the linkset it also hides the HUD. i've tried to solve this but i don't understand what i am reading well enough. from what i understand by default when the root prim has a touch handler and the child prims don't, when a child prim is clicked it passes that touch onto the root prim and it's script is executed. there is a Pass_Never flag that when used within a script that is placed in each child prim, the child will not pass the touch onto the root prim. that is what i need to happen but that would mean every prim in the linkset needs it's own script. that's not feasible for my project. is there a simple way to do this without putting a script in each prim? i know very little scripting and at this point my head kind of hurts, if someone can just help me get past this sticking point it'd be very appreciated. Thank you.
  12. Hi, i have a question and hopefully it is easy to fix. I does have a HUD and if i clikc on it, it will scan the people witin 10m. A Dialog menu will popup and shows me all the people. If i click on a name i would like to send the person a message in local chat and some particles to that person. Till now everything went well except the particles. I am not able to get the ID of the avatar i selected from the list, i hope i just making a stupid "beginning" mistake. Can somebody please give me tips how i can solve this. Thanks in advance! // Keknehv's Particle Script v1.2 // 1.0 -- 5/30/05 // 1.1 -- 6/17/05 // 1.2 -- 9/22/05 (Forgot PSYS_SRC_MAX_AGE) // This script may be used in anything you choose, including and not limited to commercial products. // Just copy the MakeParticles() function; it will function without any other variables in a different script // ( You can, of course, rename MakeParticles() to something else, such as StartFlames() ) // This script is basically an llParticleSystem() call with comments and formatting. Change any of the values // that are listed second to change that portion. Also, it is equipped with a touch-activated off button, // for when your particles go haywire and cause everyone to start yelling at you. // Contact Keknehv Psaltery if you have questions or comments. MakeParticles(key target) //This is the function that actually starts the particle system. { llParticleSystem([ //KPSv1.0 PSYS_PART_FLAGS , 0 //Comment out any of the following masks to deactivate them //| PSYS_PART_BOUNCE_MASK //Bounce on object's z-axis //| PSYS_PART_WIND_MASK //Particles are moved by wind | PSYS_PART_INTERP_COLOR_MASK //Colors fade from start to end | PSYS_PART_INTERP_SCALE_MASK //Scale fades from beginning to end | PSYS_PART_FOLLOW_SRC_MASK //Particles follow the emitter | PSYS_PART_FOLLOW_VELOCITY_MASK //Particles are created at the velocity of the emitter | PSYS_PART_TARGET_POS_MASK //Particles follow the target | PSYS_PART_EMISSIVE_MASK //Particles are self-lit (glow) //| PSYS_PART_TARGET_LINEAR_MASK //Undocumented--Sends particles in straight line? , PSYS_SRC_TARGET_KEY , target , //Key of the target for the particles to head towards //This one is particularly finicky, so be careful. //Choose one of these as a pattern: //PSYS_SRC_PATTERN_DROP Particles start at emitter with no velocity //PSYS_SRC_PATTERN_EXPLODE Particles explode from the emitter //PSYS_SRC_PATTERN_ANGLE Particles are emitted in a 2-D angle //PSYS_SRC_PATTERN_ANGLE_CONE Particles are emitted in a 3-D cone //PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY Particles are emitted everywhere except for a 3-D cone PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE ,PSYS_SRC_TEXTURE, "" //UUID of the desired particle texture, or inventory name ,PSYS_SRC_MAX_AGE, 5.0 //Time, in seconds, for particles to be emitted. 0 = forever ,PSYS_PART_MAX_AGE, 1.0 //Lifetime, in seconds, that a particle lasts ,PSYS_SRC_BURST_RATE, 0.02 //How long, in seconds, between each emission ,PSYS_SRC_BURST_PART_COUNT, 2 //Number of particles per emission ,PSYS_SRC_BURST_RADIUS, 2.0 //Radius of emission ,PSYS_SRC_BURST_SPEED_MIN, 5.5 //Minimum speed of an emitted particle ,PSYS_SRC_BURST_SPEED_MAX, 6.0 //Maximum speed of an emitted particle ,PSYS_SRC_ACCEL, <0.0,0.0,-0.8> //Acceleration of particles each second ,PSYS_PART_START_COLOR, <0.0,0.0,1.0> //Starting RGB color ,PSYS_PART_END_COLOR, <0.6,0.6,1.0> //Ending RGB color, if INTERP_COLOR_MASK is on ,PSYS_PART_START_ALPHA, 0.9 //Starting transparency, 1 is opaque, 0 is transparent. ,PSYS_PART_END_ALPHA, 0.0 //Ending transparency ,PSYS_PART_START_SCALE, <2.4,2.4,0.0> //Starting particle size ,PSYS_PART_END_SCALE, <1.3,2.3,0.0> //Ending particle size, if INTERP_SCALE_MASK is on ,PSYS_SRC_ANGLE_BEGIN, PI //Inner angle for ANGLE patterns ,PSYS_SRC_ANGLE_END, PI //Outer angle for ANGLE patterns ,PSYS_SRC_OMEGA, <0.0,0.0,0.0> //Rotation of ANGLE patterns, similar to llTargetOmega() ]); } integer dlgHandle = -1; integer dlgChannel = -9999; list avatarList = []; reset() { llSetTimerEvent(0.0); llListenRemove(dlgHandle); dlgHandle = -1; } default { touch_start(integer total_number) { llOwnerSay("Scanning..."); avatarList = []; // Look for any avatars within 10m. llSensor("", NULL_KEY, AGENT, 96.0, PI); } sensor(integer num_detected) { integer i; while((i < num_detected) && (i < 9)) { if (llDetectedKey(i) != llGetOwner()) { avatarList += [llDetectedName(i)]; } ++i; } if (llGetListLength(avatarList) > 0) { state dialog; } } } state dialog { state_entry() { // Set up a listener to detect button clicks. dlgHandle = llListen(dlgChannel, "", llGetOwner(), ""); // Start a new timer. llSetTimerEvent(30.0); // Add a 'Cancel' button. avatarList += ["Cancel"]; // Display the dialog. llDialog(llGetOwner(), "Please select an avatar.", avatarList, dlgChannel); } listen(integer channel, string name, key id, string message) { // The message parameter holds the caption of the // button that was clicked. Search the menu options // list for it. if ((channel == dlgChannel) && (llListFindList(avatarList, [message]) != -1)) { if (message != "Cancel") { llSay(0, llKey2Name(llGetOwner()) + " pokes " + message); MakeParticles(id); } reset(); state default; } } timer() { reset(); state default; } }
  13. Hi, I'm creating a HUD and I like to communicate with the wearer's OpenCollar, if there is one. What I'm making is kind of an app for OpenCollar. But it doesn't have to go that far. What I like to know is: - who is the owner of the collar? - is the collar locked? as in, not allowed to detach. Based on that, I want my HUD to become not allowed to detach as well and only allowed by the collar's owner. As icing on the cake, I like the owner to choose if my HUD is detachable or not. can my HUD update the owners-HUD of OpenCollar to add the option to allow/disallow detachment of my HUD? Or is that done via the Collar itself? I'm trying to avoid another RLV script inside my HUD, and just rely on the OpenCollar. In absence it's just a simple HUD. Kind regards, Dale
  14. Has anyone ever heard of a hud called the obsessed lover hud? I recently got this sent to me and like a dumbass i opened it without checking it. Now...the hud is stuck on my avatar, its attached to my outfits and I cant detach or delete it. Ive tried everything i know other than deleting Firestorm. Any ideas? I would appreciate any help.
  15. Hello everyone, I'm looking for someone who could make me a small script, I will describe what I want to do with it, and then we can discus the price range. alright, so the thing that I want, it not that much, so prob it's not going to be a big script, but I'm also not sure if this is possible, anyways here we go: I want a script that if you click on a object an auto message will be send to a specific person in her/him IM box, The message that should be writing down is not important I can do that my self, and if possible I would also like to be able to change the key in the script so that I can set it up for multiple people, that's basically it. so the basic things I want is: - on click, auto message will be send to an IM box. - be able to change message & person key in script. Thanks you, and greetings Sgtmarkoes It's been taking care off.
  16. Hello, i'm almost done with my hud i have one more feature to add before i can make it communicate between the actual meshes. I'm not sure how i would explain this so it's understandable so here's a little gif to explain: - Click The way it's constructed for me is the following: the HUD would send that output to the mesh and tell on which face to change which texture to (more specific the texture + offset). This could be 1, 3, all etc. On the left example of the mesh the 2 parts would be on top of each other instead of next to eachother. A full_perm copy of the hud working in-game could be given for a live representation of what it does already, just send me a IM some more images to understand: The code: // Name: HUD Script // Category: Modular Road kit // Author: Chris Parker // Created: 18-08-2017 // Setup for the texture changer integer numberOfColumns = 3; integer numberOfRows = 5; // Channel Setup integer channel = -50502; // Toggle integer gOn; // Rotating unused elements vector rotated = <0, -90, 0>; rotation rOn = ZERO_ROTATION; rotation rOff; // Textures key kTitleTex = "a1805d46-f48e-c4fd-648e-c00d608d1604"; key kWetRoadBtn = "a83fcd2c-4df2-8e8a-3edd-03ba8b0b7a7b"; key kRoadMarkingsBtn = "3a7c7475-21f0-31f4-4da7-d094c819c6c3"; key kRoadTexturesBtn = "b97dc6ac-e2be-403b-f6ed-558eb4c11932"; key kRoadLinesBtn = "2677b56d-ecc5-67c0-1a57-9f69c69bf158"; vector vTabRepeats = <0.5, 1.0, 0.0>; vector vTabOn = <-0.25, 0, 0>; vector vTabOff = <0.25, 0, 0>; // Linknumbers integer giTitle; integer giTabs; integer giDryRoad; integer giDisplay_1; integer giMarksDisplay; integer giLinesDisplay; integer giNext; integer giPrev; integer giClear; // Current Tab list glTabs = [0,0,"Wet Road", "Road Markings", "Road Textures", "Road Lines"]; integer giCurrTab = 2; integer giSelectedTextureNum; // Sorting list glSortNum = ["13","14","15","10","11","12","7","8","9","4","5","6","1","2","3"]; list glSortNum2 = ["28","29","30","25","26","27","22","23","24","19","20","21","16","17","18"]; list glSortNum3 = ["43","44","45","40","41","42","37","38","39","34","35","36","31","32","33"]; // Texture List list glWetRoad = ["Wet 1", "Wet 2", "Wet 3"]; list glRoadMarkings = ["Decal 1", "Decal 2", "Decal 3", "Decal 4", "Decal 5", "Decal 6", "Decal 7", "Decal 8", "Decal 9", "Decal 10", "Decal 11", "Decal 12", "Decal 13", "Decal 14", "Decal 15", "Decal 16", "Decal 17", "Decal 18", "Decal 19", "Decal 20", "Decal 21", "Decal 22", "Decal 23", "Decal 24", "Decal 25", "Decal 26", "Decal 27", "Decal 28", "Decal 29", "Decal 30", "Decal 31", "Decal 32"]; list glRoadTextures = ["Road 1", "Road 2", "Road 3", "Road 4", "Road 5", "Road 6", "Road 7", "Road 8", "Curb 1", "Curb 2", "Curb 3", "Curb 4"]; list glRoadLines = ["Line 1", "Line 2", "Line 3", "Line 4", "Line 5", "Line 6", "Line 7", "Line 8"]; // Pages list glPages = ["Page 1", "Page 2", "Page 3"]; integer giCurrPage = 1; // Preview selector 8 texture faces max list lPosition = [0,1,2,3,4,5,6,7]; GetLinkNum() { integer iP = llGetNumberOfPrims(); while(iP) { string sName = llGetLinkName(iP); if (sName == "Title") { giTitle = iP; } else if (llGetSubString(sName, 0,7) == "Mesh_HUD") { giTabs = iP; } else if (sName == "Dry Road") { giDryRoad= iP; } else if (sName == "Display 1") { giDisplay_1 = iP; } else if (sName == "Marks Display") { giMarksDisplay= iP; } else if (sName == "Lines Display") { giLinesDisplay = iP; } else if (sName == "Next") { giNext = iP; } else if (sName == "Prev") { giPrev = iP; } else if (sName == "Clear") { giClear= iP; } --iP; } } integer TextureSelection(vector _st) { // ZERO_VECTOR (<0.0, 0.0, 0.0> ... the origin) is in the bottom left corner of the face // touchST.x goes across the face from the left to the right // touchST.y goes up the face from the bottom to the top integer columnIndex = (integer) (_st.x * numberOfColumns); integer rowIndex = (integer) (_st.y * numberOfRows); integer cellIndex = (rowIndex * numberOfColumns) + columnIndex; if (giCurrPage == 2) { return llList2Integer(glSortNum2, cellIndex); } else if (giCurrPage == 3) { return llList2Integer(glSortNum3, cellIndex); } else { return llList2Integer(glSortNum, cellIndex); } } default { state_entry() { GetLinkNum(); llSetText(llGetObjectName(), <1.0, 1.0, 1.0>, 1.0 ); rotated *= DEG_TO_RAD; rOff = llEuler2Rot(rotated); } touch_start(integer num_detected) { gOn = !gOn; integer iLinkNum = llDetectedLinkNumber(0); string sLinkName = llGetLinkName(iLinkNum); integer iTouchFace = llDetectedTouchFace(0); vector vTouchST = llDetectedTouchST(0); if (sLinkName == "Display 1") { string sCurrentTab = llList2String(glTabs, giCurrTab); giSelectedTextureNum = TextureSelection(vTouchST); //llOwnerSay("Texture # " + (string)giSelectedTextureNum + " has been clicked in tab " + llList2String(glTabs, giCurrTab)); if (sCurrentTab == "Wet Road") { llOwnerSay("This Texture has been seleted: " + llList2String(glWetRoad, giSelectedTextureNum -1)); } else if (sCurrentTab == "Road Markings") { llOwnerSay("This Texture has been seleted: " + llList2String(glRoadMarkings, giSelectedTextureNum -1)); } else if (sCurrentTab == "Road Textures") { llOwnerSay("This Texture has been seleted: " + llList2String(glRoadTextures, giSelectedTextureNum -1)); } else if (sCurrentTab == "Road Lines") { llOwnerSay("This Texture has been seleted: " + llList2String(glRoadLines, giSelectedTextureNum -1)); } } // If "Prev" button is pressed if (sLinkName == "Prev") { if (giCurrPage > 1) { giCurrPage--; llOwnerSay("Current page: " +(string)giCurrPage); } } // If "Next" button is pressed if (sLinkName == "Next") { if (giCurrPage < 3) { giCurrPage++; llOwnerSay("Current page: " +(string)giCurrPage); } } // If "Clear" button is pressed if (sLinkName == "Clear") { if (giCurrTab == 3) { llOwnerSay("Clear Decals"); } else if (giCurrTab == 4) { llOwnerSay("Clear Road"); } else if (giCurrTab == 5) { llOwnerSay("Clear Lines"); } } // Reset road back to dry if(sLinkName == "Dry Road") { if (giCurrTab == 2) { llOwnerSay("Dry Road"); } } // Toggle rain Animation if(sLinkName == "Animated") { if (giCurrTab == 2) { if (gOn) { llOwnerSay("Animate"); llSetLinkPrimitiveParamsFast(10, [ PRIM_TEXTURE, ALL_SIDES, "cecbcc14-cc70-9f60-3486-fec8f9de3e4e", <1.0, 0.5, 0.0>, <0.0, -0.25, 0.0>, 0.0 ]); } else if (!gOn) { llOwnerSay("!Animate"); llSetLinkPrimitiveParamsFast(10, [ PRIM_TEXTURE, ALL_SIDES, "cecbcc14-cc70-9f60-3486-fec8f9de3e4e", <1.0, 0.5, 0.0>, <0.0, 0.25, 0.0>, 0.0 ]); } } } if (giCurrTab == 3) { //Page texture switching if (iLinkNum == 6 | iLinkNum == 4) { if (giCurrPage == 1) { llSetLinkTexture(3, "452e4d7a-405c-d530-f2e9-39af7584bc2a", ALL_SIDES); llOwnerSay("Page 1 texture applied"); } else if (giCurrPage == 2) { llSetLinkTexture(3, "d851c87b-ee5d-5f2f-7929-95714f20a367", ALL_SIDES); llOwnerSay("Page 2 texture applied"); } else if (giCurrPage == 3) { llSetLinkTexture(3, "5533a062-2b74-1086-0e9d-d95a196c1442", ALL_SIDES); llOwnerSay("Page 3 texture applied"); } } } // If tab menu is clicked if(iLinkNum == 1) { // Delete Button if(iTouchFace == 0) { llOwnerSay("DeleteHUD"); } // Minimize Button if(iTouchFace == 1) { llOwnerSay("DetachHUD"); } // Wet Road Button if(iTouchFace == 2) { giCurrTab = 2; giCurrPage = 1; // Title offset llSetLinkPrimitiveParamsFast(2, [ PRIM_TEXTURE, 1, kTitleTex, <1.0, 0.25, 0.0>, <0.0, 0.375, 0.0>, 0.0 ]); // wet road offset llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 2, kWetRoadBtn, vTabRepeats, vTabOn, 0.0 ]); // all others offset back llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 3, kRoadMarkingsBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 4, kRoadTexturesBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 5, kRoadLinesBtn, vTabRepeats, vTabOff, 0.0 ]); // Rotate Road lines Previewer = OFF llSetLinkPrimitiveParamsFast(9, [PRIM_ROT_LOCAL, rOff]); // Rotate Road markings Previewer = OFF llSetLinkPrimitiveParamsFast(8, [PRIM_ROT_LOCAL, rOff]); // Rotate Dry road button = ON llSetLinkPrimitiveParamsFast(7, [PRIM_ROT_LOCAL, rOn]); llSetLinkPrimitiveParamsFast(10, [PRIM_ROT_LOCAL, rOn]); // Rotate page buttons = OFF llSetLinkPrimitiveParamsFast(6, [PRIM_ROT_LOCAL, rOff]); llSetLinkPrimitiveParamsFast(5, [PRIM_ROT_LOCAL, rOff]); llSetLinkPrimitiveParamsFast(4, [PRIM_ROT_LOCAL, rOff]); //Set Display 01 background texture llSetLinkPrimitiveParamsFast(3, [ PRIM_TEXTURE, ALL_SIDES, "b9437edd-c3e0-afe7-1b63-ea56893f723a", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]); } // Road Markings Button if(iTouchFace == 3) { giCurrTab = 3; giCurrPage = 1; // Title offset llSetLinkPrimitiveParamsFast(2, [ PRIM_TEXTURE, 1, kTitleTex, <1.0, 0.25, 0.0>, <0.0, 0.125, 0.0>, 0.0 ]); // road markings offset llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 3, kRoadMarkingsBtn, vTabRepeats, vTabOn, 0.0 ]); // all others offset back llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 2, kWetRoadBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 4, kRoadTexturesBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 5, kRoadLinesBtn, vTabRepeats, vTabOff, 0.0 ]); // Rotate Road lines Previewer = OFF llSetLinkPrimitiveParamsFast(9, [PRIM_ROT_LOCAL, rOff]); // Rotate Road markings Previewer = ON llSetLinkPrimitiveParamsFast(8, [PRIM_ROT_LOCAL, rOn]); // Rotate Dry road button = OFF llSetLinkPrimitiveParamsFast(7, [PRIM_ROT_LOCAL, rOff]); llSetLinkPrimitiveParamsFast(10, [PRIM_ROT_LOCAL, rOff]); // Rotate page buttons = ON llSetLinkPrimitiveParamsFast(6, [PRIM_ROT_LOCAL, rOn]); llSetLinkPrimitiveParamsFast(5, [PRIM_ROT_LOCAL, rOn]); llSetLinkPrimitiveParamsFast(4, [PRIM_ROT_LOCAL, rOn]); llSetLinkTexture(3, "452e4d7a-405c-d530-f2e9-39af7584bc2a", ALL_SIDES); llOwnerSay("Default page texture applied"); } // Road Textures Button if(iTouchFace == 4) { giCurrTab = 4; giCurrPage = 1; // Title offset llSetLinkPrimitiveParamsFast(2, [ PRIM_TEXTURE, 1, kTitleTex, <1.0, 0.25, 0.0>, <0.0, -0.125, 0.0>, 0.0 ]); // road textures offset llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 4, kRoadTexturesBtn, vTabRepeats, vTabOn, 0.0 ]); // all others offset back llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 3, kRoadMarkingsBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 2, kWetRoadBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 5, kRoadLinesBtn, vTabRepeats, vTabOff, 0.0 ]); // Rotate Road lines Previewer = OFF llSetLinkPrimitiveParamsFast(9, [PRIM_ROT_LOCAL, rOff]); // Rotate Road markings Previewer = OFF llSetLinkPrimitiveParamsFast(8, [PRIM_ROT_LOCAL, rOff]); // Rotate Dry road button = OFF llSetLinkPrimitiveParamsFast(7, [PRIM_ROT_LOCAL, rOff]); llSetLinkPrimitiveParamsFast(10, [PRIM_ROT_LOCAL, rOff]); // Rotate page buttons = OFF llSetLinkPrimitiveParamsFast(6, [PRIM_ROT_LOCAL, rOff]); llSetLinkPrimitiveParamsFast(5, [PRIM_ROT_LOCAL, rOn]); llSetLinkPrimitiveParamsFast(4, [PRIM_ROT_LOCAL, rOff]); //Set Display 01 background texture llSetLinkPrimitiveParamsFast(3, [ PRIM_TEXTURE, ALL_SIDES, "ed943688-013d-c48b-4546-9822e8afd18f", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]); } // Road Lines Button if(iTouchFace == 5) { giCurrTab = 5; giCurrPage = 1; // Title offset llSetLinkPrimitiveParamsFast(2, [ PRIM_TEXTURE, 1, kTitleTex, <1.0, 0.25, 0.0>, <0.0, -0.375, 0.0>, 0.0 ]); // road lines offset llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 5, kRoadLinesBtn, vTabRepeats, vTabOn, 0.0 ]); // all others offset back llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 3, kRoadMarkingsBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 4, kRoadTexturesBtn, vTabRepeats, vTabOff, 0.0 ]); llSetLinkPrimitiveParamsFast(1, [ PRIM_TEXTURE, 2, kWetRoadBtn, vTabRepeats, vTabOff, 0.0 ]); // Rotate Road lines Previewer = ON llSetLinkPrimitiveParamsFast(9, [PRIM_ROT_LOCAL, rOn]); // Rotate Road markings Previewer = OFF llSetLinkPrimitiveParamsFast(8, [PRIM_ROT_LOCAL, rOff]); // Rotate Dry road button = OFF llSetLinkPrimitiveParamsFast(7, [PRIM_ROT_LOCAL, rOff]); llSetLinkPrimitiveParamsFast(10, [PRIM_ROT_LOCAL, rOff]); // Rotate page buttons = OFF llSetLinkPrimitiveParamsFast(6, [PRIM_ROT_LOCAL, rOff]); llSetLinkPrimitiveParamsFast(5, [PRIM_ROT_LOCAL, rOn]); llSetLinkPrimitiveParamsFast(4, [PRIM_ROT_LOCAL, rOff]); //Set Display 01 background texture llSetLinkPrimitiveParamsFast(3, [ PRIM_TEXTURE, ALL_SIDES, "20c83606-4207-3382-ef44-819077616fe0", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]); } } } } Ofcourse the "return llList2Integer(glSortNum2, cellIndex);" would be changed to llRegionSayTo once i start doing the communiction between the HUD & the Mesh
  17. Hello, I've bought a new Akeruka Bento head (Lara) and I'm having a whole host of problems with it. I know everyone will say "ask them!" or "ask the group" but the group costs money just to ask a question so that ain't happening. So, at the risk of being banned I won't go into the many problems I've had but one thing is really driving me nuts which is the "shine" on the face. There are very few skins for this head as it is and the ones I've found all look pretty horrible because of this shine. As you can see in the attached picture, there is a somewhat hidden control in the skins tab of the HUD that allows for shininess control but it has two problems, one is that it's marked in reverse (the LOW setting is actually high shine and the HIGH setting is actually low shine), the other is that as you can see, even on the lowest shine setting, my face is pretty damn shiny and Akeruka uses this very textured mesh, so it kind of looks like a sponge when you zoom in. Please, please, is there anyone out there who is using Akeruka Bento heads that has info on how to change this? I found that the SHAPE of this head (why I bought it) is fantastic, but almost everything else about it is problematic. Does anyone even know if an update is coming? I've heard a rumour there is, but who knows? Without access to the support group the whole experience is pretty nerve-racking.
  18. Hello everyone, I'm currently working on a hud, and it goes well, but ran into a problem, I created a button and have the script to show?hide the hud, only problem is that when the hud is hided, the other buttons are still clickable,, SO I tried to change the script so when I hide it the it will also move the rest of the hud (that will be hiding) off screen, so it's not in the way anymore, and when you click the button agian to show it up again, it will go to the right position again. but it's not working for me, any idea's? would be great if you guys/gals can help me out. Thank you
  19. A HUD I have created is giving issues for some users, any time they relog. Either several variables are cleared to their default value, or the scripts inside reset entirely, this is still slightly unclear, especially since I cannot replicate the error on my end. Strangely, this only happens to some people, and for those it does happen to, making sure there is no other HUD attached to the same attachment point seems to prevent it. Anyone have a clue what might be causing this, and how I solve it? In case it's relevant, this issue started appearing when I split up functionality over multiple scripts, communicating through link messages. The only time the script is actually supposed to reset is when the changed owner event is triggered.
  20. Sorry to be a pain, im running into a issue to a point where im totally clueless, things that make sense won't even work anymore. Unfortunately there isn't any information or documentation on these type of things but yet ther are everywhere in sl (Texture changer for clothing, meshbody HUDS etc) I started with 2 linksets 1. Target: 2 objects of which textures will be changable 2. Sender: 6 objects with each a different function when clicked. The target is simple the catch is as follows: [5] [6] [3] [4] [2] [1] 5 = All function (sets all target cubes to enable textures being changed). (Also changes buttons "Left" & "Right" to green = enabled) 6 = None function (ets all target cubes to disable textures being changed). (Also changes buttons "Left" & "Right" to white = disabled) 3 = Changes to texture #1. 4 = Changes to texture #2. 2 = Toggles left cube to enable textures being changed. (also toggles colors on button itself green = enabled, white = disabled) 1 = Toggles right cube to enable textures being changed. (also toggles colors on button itself green = enabled white = disabled) i only got 2 cubes for now but it might be more. Receive Script: // Script for texture changer receiver integer channel = -50508; // Channel is the integer for reception (number mus the same as a transmission channel otherwise script will not work) default { state_entry() { llListen(channel, "", NULL_KEY, ""); } listen(integer channel, string name, key id, string msg) { if (llGetOwner() == llGetOwnerKey(id)) // Checks if the owner of the object who is sending a message its the same owner of the receiver { // Front Face if (msg == "tex1Left") { llSetLinkTexture(1, "2433879f-6116-1521-38c0-eb86f2ce607a", 4); } if (msg == "tex1Right") { llSetLinkTexture(2, "2433879f-6116-1521-38c0-eb86f2ce607a", 4); } if (msg == "tex2Left") { llSetLinkTexture(1, "df50ac59-b871-b00f-e3c5-2633c4f1cb6e", 4); } if (msg == "tex2Right") { llSetLinkTexture(2, "df50ac59-b871-b00f-e3c5-2633c4f1cb6e", 4); } // Else } } } Transmit Script: // Choose any number up for 1024 as the channel for the transmission integer channel = -50508; integer toggle; integer Left; integer Right; default { on_rez(integer star_param) { } touch_start(integer tn) { toggle = !toggle; if (llDetectedLinkNumber(0) == 3) { if(Left == toggle && Right != toggle) { llOwnerSay("Left tex1"); llRegionSay(channel, "tex1Left"); } else if(Right == toggle && Left != toggle) { llOwnerSay("Right tex1"); llRegionSay(channel, "tex1Right"); } } else if (llDetectedLinkNumber(0) == 4) { if(Left == toggle && Right != toggle) { llOwnerSay("Left tex2"); llRegionSay(channel, "tex2Left"); } if(Right == toggle && Left != toggle) { llOwnerSay("Right tex2"); llRegionSay(channel, "tex2Right"); } } else if (llDetectedLinkNumber(0) == 2) { if(toggle) { llSetLinkColor(2, <0.0, 1.0, 0.0>, 4); } else { llSetLinkColor(2, <1.0, 1.0, 1.0>, 4); } } else if (llDetectedLinkNumber(0) == 1) { if(toggle) { llSetLinkColor(1, <0.0, 1.0, 0.0>, 4); } else { llSetLinkColor(1, <1.0, 1.0, 1.0>, 4); } } else if (llDetectedLinkNumber(0) == 5) { llSetLinkColor(2, <0.0, 1.0, 0.0>, 4); llSetLinkColor(1, <0.0, 1.0, 0.0>, 4); } else if (llDetectedLinkNumber(0) == 6) { llSetLinkColor(2, <1.0, 1.0, 1.0>, 4); llSetLinkColor(1, <1.0, 1.0, 1.0>, 4); } } } The llOwnerSay(Left tex1); etc is just for debugging to see if that part is working Right now im not too worried about making the scripts "validatable" my main concern is making it work and then perfecting it i've tried a list, string list2string but i can't seem to get it to work, i tink a list of objects available (specially for the "ALL" button) would be more effective and less code If it's too hard to understand what i want is: 1. being able to change the textures of different linknumbers & faces (for now only linknumbers) 2. toggle which linknumber a texture would be changed for (including a ALL & NONE button)
  21. Hello, i was wondering the following: 1. Can you attach/enable a HUD by clicking on an object? (im making a road system and i would like a HUD to pop-up when you click a road which will give you a texture changer HUD) Why? Because, if possible i'd like to create a hud to style it how i like instead of using a dialog (also the person would see whichtexture is which) but only changing the texture of the object that's been clicked/selected 2. How would one select different elements in a HUD? for example those texture changer HUD's that let's you select which parts you want to change the texture of (for example a shirt you could enable/disable the front, back, sleeves, extras) Thanks in advance
  22. My kemono HUDs are not working when I click them (including the HUD for the kemono head)
  23. Hello, I am 2 days old on SL and decided to purchase my first body shape, I went with the Maitreya mesh body Lara and I love it. The thing is I am having so much trouble with Huds, I'm not sure if I'm attaching them wrong or even know how to use them. I know the body mesh comes with like 3(?) Huds but when I do the "Attach to Hud" it doesn't show up in my screen. Its been like that with any Hud I try using. I hope someone can help. Thanks!
  24. Hello! I'm pretty new to scripting, in which I mean that I don't know how to at all, lol! I would however like some help learning, or figuring out if there's a script that already exists that I need. So, some friends and I are starting just a mini rp-sim kinda thing that's very loosely based on D&D in which it uses dice rolls, a grid system, and a bit of math to add or subtract health from either players or monsters that they're fighting. Since a lot of them have lower-end PCs the traditional fighting and battle huds won't work for us, since a lot of them require your character to physically move around and attack/hit other players with certain weapons and whatnot. A lot of time some of them lag a lot more than others who have higher end PCs, so it makes the fighting unfair and not very fun. I've been trying for a while to figure out how to make a HUD, or a script that when you click on object you're wearing it'll bring up a menu and do the following: Set a base HP amount, so when you level up your HP can be increased. Type in an amount to either add or subtract from your HP and it'll automatically do the math and show above your head, or the monster's head. So like "42/100 HP" I'm just not sure where to start with all of that, and I've been looking for about an hour or more. Any help or advice would be greatly appreciated!!
  25. Hello I am new to LSL so I'm not sure where I am going wrong. I'm trying to create a colour change hud for an outfit I've recently created. I have written two scripts, one that is in the object I want to change and another which is the button to change the texture. In the hud you can change the colour of 3 separate components of the outfit, top, skirt and boots. Here is an example of the script inside the object: integer ch=46879421563; default { state_entry() { llListen(ch,"",NULL_KEY,""); } listen(integer channel, string name, key id, string msg) { if (llGetOwner() == llGetOwnerKey(id)) { llSetTexture(llGetSubString(msg,0,-1),ALL_SIDES); } } } and the one in the button integer ch=46879421563; default { touch_start(integer total_number) { llSay(ch,"6de65ebe-5fef-7f52-dd05-da49df98833c"); } } Each separate item has their own unique number in the integer "ch" but for some reason, some of the buttons end up changing more than just the object with the same channel. any help would be appreciated
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