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  1. okay, so i have a maitreya lara body and it used to let me wear the tattoos i wanted, but now it wont. what am i doing wrong?
  2. 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.
  3. Hello everybody. I like Bondage-roleplays and have also some stuff for it. I have a RR gag to and like it much. After the last session, I thought about a HUD with diffrent gag-sounds mor my male Avatar. I searched at the MP, but there you only similar Things for females. Did anybody know if something like this Exits? Thank you for your answers.
  4. 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; } }
  5. I'm having troubles with several items where there is a HUD that needs to be attached to change colors, preferences, etc. I select attach to HUD and have tried various locations but most of them do not show up on the screen even though it shows them loading and they are indicated as attached. I'm sure it's something I'm doing wrong. Any suggestions would be appreciated.
  6. Hello! Need a script for three-button HUD to make one of the objects in the linkset visible. Reward 1000 Ls.
  7. Hello! Please help to make a script for three button HUD to make one of the objects in the linkset visible. Thanks for any help! Im noob to scripting and already posted at wanted too, please pardon for double post! Very needed!
  8. Hi all. I sent the following issue to the Lindens in a ticket. They replied and made a lot of effort to try and solve my problem, but in the end they couldn't solve it and suggested I re-post my issue to the forums. Sorry for the long post. Any guidance hugely appreciated ? ----------------------------------------------------------------- For the last couple of years my students have been using a HUD (see above) I designed to allow chatted text in Chinese characters output by the NPCs in our region to display on a prim face using the following: html = "data:text/html;charset=utf-8," + llEscapeURL(html); llSetPrimMediaParams(0, // Side to display the media on. [ PRIM_MEDIA_AUTO_PLAY,TRUE, // Show this page immediately PRIM_MEDIA_CURRENT_URL,html, // The url currently showing PRIM_MEDIA_HOME_URL,html, // The url if they hit 'home' PRIM_MEDIA_HEIGHT_PIXELS,100, // Height/width of media texture will be //512 PRIM_MEDIA_WIDTH_PIXELS,220]); // rounded up to nearest power of 2.} Up until I installed the latest version of Firestorm (5.1.7 (55786)) yesterday, the prim face was always white, so the text displayed clearly on the HUD. From yesterday, the prim face turns very dark (see attached photos) as soon as the text is sent to the prim face (via llListen). The Chinese character text can still be read, but it is very hard as the prim face is so dark. I did contact the Firestorm help group and they suggested I try the latest SL viewer, which I did. The result was the same as for the Firestorm viewer. They suggested that if this is the case I should contact you to see if you might be able to give me any leads as to what might be suddenly causing this problem. My students will be starting lessons in the next week and I am really concerned that this problem is going to make it difficult for them to complete the tasks set. Any guidance would be hugely appreciated. If you would like to obtain a copy of the HUD (Chinese Island HUD KV21 (WEAR OR ATTACH)) for testing, one can be obtained at the following location by clicking the red sign "Chinese Island HUD": http://maps.secondlife.com/secondlife/Monash%20University%202/116/194/26 To get the NPC there to say something to you, please input the following into chat: /3 你好 This will cause him to respond with 您好. Once again, any guidance you can offer would be hugely appreciated. Thank you! Kaylee
  9. Hola, muy buenas; tengo un problema con algunas animaciones; algunas de ellas funcionan bien cuando las uso aisladas (animación-->jugar--->jugar en el mundo), pero se las edito en la note card de una hud, algunas de ellas ya no funcionan (aún que no todas) y me aparece un aviso de error de scripts; podría alguien saber el motivo de ese error? Lo he intentado varias veces, observando los espacios y la sintaxis, pero sigue me dando ese error. Gracias!
  10. I have these legs that always wonk out, and any time I stand up I have to manually go in, take them off, then readd them to fix. Are there methods in place that lets me whip up a script to do it? Never touched LSL before, but I've used other languages
  11. Lineage (Sending of Darkness) A new RP hud system, family friendly, non-forced combat! That's right, enter the world of Lineage (Sending of Darkness) be molted into your true being, and begin your roleplay. Lineage grants you the choice of 12 species, light and dark elves as well as 4 different humanoid species. Find the peace of your inner self, or opt to be a combat expert on one of our flying pets or in close quarters combat. secondlife:///app/group/d32ebfa7-ef30-b515-5e8d-ec3a602367f4/about http://maps.secondlife.com/secondlife/Amour Bleu/130/39/29
  12. 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?
  13. 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
  14. 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!
  15. 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!
  16. Lately my HUD scripts seem to die out one after the other, i do not know if its also the other scripts, but i all ready lost a AO, and 2 Mesh Body HUDs (so i have no belly now in my martriya one ) I try any fix i was able to come up with, like detaching, and reattaching, restarting the scripts (using Firestorm viewer) dose not seem to help, they are just not responding, or if they are i cant seem to see it or use it, its a real pain and i do not know what to do, slowly it seem to effect more and more, and i do not know what is making it happen or how to fix it Fixes i try so far: Clearing Cash Restarting Scripts Reattaching Wearing the same HUD but a deffrent copy (worked once, but seem like it only some times work) Any help with be a belly saver Thanks
  17. 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
  18. 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
  19. 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
  20. 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?
  21. 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.
  22. 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?
  23. 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
  24. 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.
  25. 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.
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