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Found 21 results

  1. Hello. I tried posting this yesterday in the LSL Scripting forum, but I haven't gotten any responses. So I thought I'd try my luck here. I'm looking for a little help from someone who knows even a little more about scripting than I do...hopefully someone familiar avsitter, or possibly black tulip moving parts...and that can explain what I need to do in non-scriptor terms...lol. In a nutshell, I'd like to get the avsitter "move prim by pose" script to respond to a BUTTON in the avpos card, either instead of OR in addition to a POSE or SYNC. The full details are these: I have an item with a door. I'd like the door to open and close by touch with a simple door script when no one is sitting (simple enough). However, I'd also like a sitter to have the ability to open, close or slightly open the door regardless of the pose/sync they're in (hence the BUTTON). Finally, I'd like to use the script as intended and have the door in certain positions based the given pose or sync. Both latter options would be great, but just the BUTTON method would be wonderful too. I've tried messing with send/receive link messages a little, but clearly haven't found the right combination. I'm familiar with the Black Tulip Moving Parts script as well, and may or may not use it in this project depending on the results I get here...so if someone knows a better way with the BT scripts to accomplish what I'm looking for, I'd be perfectly happy with that as well. Thanks so much for any help, advice or guidance!
  2. Hello. I'm looking for a little help from someone who knows even a little more about scripting than I do...hopefully someone familiar avsitter, or possibly black tulip moving parts...and that can explain what I need to do in non-scriptor terms...lol. In a nutshell, I'd like to get the avsitter "move prim by pose" script to respond to a BUTTON in the avpos card, either instead of OR in addition to a POSE or SYNC. The full details are these: I have an item with a door. I'd like the door to open and close by touch with a simple door script when no one is sitting (simple enough). However, I'd also like a sitter to have the ability to open, close or slightly open the door regardless of the pose/sync they're in (hence the BUTTON). Finally, I'd like to use the script as intended and have the door in certain positions based the given pose or sync. Both latter options would be great, but just the BUTTON method would be wonderful too. I've tried messing with send/receive link messages a little, but clearly haven't found the right combination. I'm familiar with the Black Tulip Moving Parts script as well, and may or may not use it in this project depending on the results I get here...so if someone knows a better way with the BT scripts to accomplish what I'm looking for, I'd be perfectly happy with that as well. Thanks so much for any help, advice or guidance!
  3. ok so my avi keeps moving on its own a few steps at the time I dunno why this happening I have tried everything I could find on it but so far nothing,
  4. Hi, I am currently renting a full region (Estate Manager permission), onyl because it was a bit cheaper then buying from SL. Just learned the renter is known for raising the rent after 1month. Have done quite a lot of building...so wondering if there's a way of moving the reigion 'as is' to one by SL? (I know about the RAW for terrain. Did try soft-linking in the past and didn't work for 5k prims!). Thanks a lot in advance!
  5. I literarily put a ticket in three days ago to have my region moved, which costs $150.00 to do apparently, and have had exactly one automated response to date. Does anyone know how long it actually takes to move a sim, what's involved, why they don't respond and whether or not they've had to stop payment on their banks end because of non delivery? Or how to go about canceling the authorization if they just don't do it, I guess? Not having any confidence in this service right now and never experienced this type of thing with a business before where you authorize money to be withdrawn and they don't acknowledge or give indication when the service or withdrawal of funds will take place. Thanks in advance
  6. If I sit on a piece of furniture there is usually a HUD option which allows me to move my Avatar to an optimum position in small steps. If I try to move my avatar to align with a none scripted object, the standard movements are approx 1m forward and 1.5m step sideways. Is there a way to reduce this movement by the avatar?
  7. It's something that's been bothering me for a while, sometimes when i'm looking around with the Camera it changes mode or something and becomes very hard to move having to drag the mouse more, everything looks kind of flatter also the camera wont pass through walls and objects in this mode it's zooms into them instead, like it gets stuck on them. I don't know how to describe it or what to type into a search for a solution, so i included a short video where i tried to capture the effect (Switching between the two modes) I'm using Firestorm Viewer in case that's important, please let me know if there's a way to disable this mode, thank you (Edit: Sorry about the poor image quality but the max file size allowed on here is really small, i had to keep shortening and compressing the video and convert it to Gif too. But i do think it's necessary because this is a visual problem)
  8. My built house on purchased land has all-sorts of items in it, such as TV, sofa, bed, shower, sink, & air conditioner--the list goes on. Can house inventory "link" together to edit a (move) together on the sim, without re-position of items in the house?
  9. I select the walk button to walk, but can only run. Having a premium account, I put in a ticket (because the advertised, exclusive chat was nowhere to be found), have been days since and I have received no answer. I am on Firestorm, latest version, Windows 10. What is the problem? What can I do? This is very annoying. Thank you
  10. Hello! I have such a funny script, it works fine, but for some reason, every time I change the position of the object or just rez it from inventory, I have to reset the scripts. otherwise, the object either flies up to the sky or moves to its original position. why it happens? string animation; // the first animation in inventory will automatically be used // the animation name must be stored globally to be able to stop the animation when standing up integer k; integer flip = 1; list params; vector pos; integer link = 0; default { state_entry() { // set sit target, otherwise this will not work llSitTarget( < 0.0, 0.3, -1.0 > , <0.0, 0.0, -1.0, 1.0> );//*** ///ZERO_ROTATION params = llGetLinkPrimitiveParams(LINK_ROOT, [PRIM_POSITION]); pos = llList2Vector(params, 0); } changed(integer change) { if (change & CHANGED_LINK) { key av = llAvatarOnSitTarget(); if (av) //evaluated as true if not NULL_KEY or invalid { llRequestPermissions(av, PERMISSION_TRIGGER_ANIMATION); llSetTimerEvent(0.02 + llFrand(0.1)); } else // avatar is standing up { if (animation) llStopAnimation(animation); // stop the started animation llResetScript(); // release the avatar animation permissions llSetTimerEvent(0.0); } } } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { animation = llGetInventoryName(INVENTORY_ANIMATION, 0); // get the first animation from inventory if (animation) { llStopAnimation("sit"); // stop the default sit animation llStartAnimation(animation); } } } timer() { llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_POSITION, pos + ((flip = -flip) * < 0.02, 0.01, 0.01 > )]); } }
  11. KrystalCerinia

    Move bug

    Hello, I have bug about moves : I can't run. I can't jump more than some inch up and when I fall it's very very slowly. It started after I visited a sim, used teleporter in and when I landed, avatar was moving by it's own like if I hit up key without stop. I tp to another place and this forced move didn't happen out to this specific teleporter in this sim. But now I stuck about running, jumping and falling. I'm using firestorm viewer. I tp a lot of time, tried to force mode "always run". I reset settings, back up, delete firestorm viewer, clean and reinstall. But I'm still stuck to move. It's like forced move is still on, in a way, and blocking others. Can somebody help please?
  12. Hi! Another user was so kind to make a bilingual vocabulary memory game for me once: Two matching words in the respective two languages must be matched by clicking them. When the two words match, one of the two is moved on top of the other one. The game is here: https://forums.osgrid.org/viewtopic.php?f=5&t=6116 On the basis of that script I think it should be possible to make a jiggsaw puzzle. It can already be done through the above mentioned script: One piece is the actual puzzle piece, with a texture of a piece from a photo /text /painting etc. The other piece lies on the ground as a background for that picture, with no texture. Several of these background pieces lie next to each other on the ground. The script of each background piece matches one of the puzzle pieces. When the two to matching ones are clicked, the puzzle piece is moved onto its corresponding background piece, and thus, it is in the correct place. This is repeated with all other puzzle pieces until the puzzle is finished. The problem is the following: This makes it possible to randomly click pieces together, without thinking. What I would like to have is this: Each puzzle piece can be matched with each background piece and no correct solution is given in the script. When a piece is clicked a second time, it moves back to its original position. This means the player must solve the puzzle through looking and thinking, like a normal jigsaw puzzle. Do you maybe have any ideas for this? There might also be completely different approaches for this. Thank you very much in advance!
  13. How can I move the root prim of a linkset without moving all the others? llSetLinkPrimitiveParams(LINK_ROOT,[PRIM_POSITION, pos]) moves the whole linkset, which is documented in the notes. llSetLinkPrimitiveParams(LINK_THIS,[PRIM_POS_LOCAL pos]) moves the whole linkset.
  14. I'm moving a region, I understand all the objects will move along to new new location. I don't want any of the landmarks of the old location , on my new location, or better said, don't want any of the old tenants that left the previous location landing on the new location. Is this feasible? or how I do the new tenants rule the land, with out having old tenants show up at the relocated sim.
  15. I'm moving a region, I understand all the objects will move along to new new location. I don't want any of the landmarks of the old location , on my new location, or better said, don't want any of the old tenants that left the previous location landing on the new location. Is this feasible? or how I do the new tenants rule the land, with out having old tenants show up at the relocated sim.
  16. HOMESTEAD for SALE 100 USD Tier paid until Feb 22, 2018. Can be moved. You pay moving / transfer fees to LL. Serious Inquiries only. No dickering. Send me NoteCard or IM in world when I am Online Only. TY
  17. 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
  18. Hello! I want to create a script that allows you to play different sounds with each animation (e.g. running, walking, swimming...) based on the simple walker script. How it should look like? Is it possible to assign a separate sound for each animation with such script? Perhaps you will advise to be based on another script? Thank you. Here is the script on which I'm based: string walk_sound = "34eae688-8b2d-d86c-5c1e-4e3eb865ca0d"; string stop_sound = "81603357-2b3c-bc7a-5d15-eb20fcca22a1"; string run_sound = "b1c0f5e2-45e5-e0b2-926a-fd60520ed4ee"; float volume = 1.0; integer i = TRUE; key owner; default { state_entry() { llSetTimerEvent(.3); } timer() { string anim = llGetAnimation(llGetOwner()); if ((anim == "Walking") || (anim == "CrouchWalking")) { llLoopSound(walk_sound,volume); i=FALSE; } else if ((anim == "Running")) { llLoopSound(run_sound,volume); i=FALSE; } else { llStopSound(); if (i == FALSE) { llTriggerSound(stop_sound,volume); } i=TRUE; } } }
  19. I have a problem with my necklace, it's moving too much when my neck move (move like a S, it's classic avatar ) how can i fix it? or can i attach to another part? i try to attach to another part but it's not work
  20. Hey guys! So this one's got me a little stumped, I don't know how to approach this to get the desired result. I'm making some "drones" that will wander, but also follow and move between a predefined set of positions within a sim. I've opted for llMoveToTarget for this, but face an inconsistency, if you will. I somehow need to calculate the damping value for llMoveToTarget based on the distance between vector points, so that the movement speed of the drone seems "realistic". By this I mean, for a short distance the drone should move slower between the points, but for a longer distance it should speed up to make the wait less, but without snapping to the target point. I've already toyed with the idea of using llVecDist for this, but don't quite get how I can use it for my issue. Any input would be fantastic!
  21. Hello, i'm learning LSL by trying to make a custom texture+color+sheer+materials HUD. I'm doing a decent job so far I think, and the forum has already helped me with Chimera's Color PIcker, the code of which I have modified and embed into this custom HUD. My current question is about minimizing/restoring the HUD and all its children. I have already implemented that, but the effect is not rapid as in other HUDs i have seen and/or used. In my HUD the min/restore button is the root prim, and the way i move it off and on screen is via this function I have coded: integer g_is_hud_minimized = 0; <snip> /* ---------------------------------------------- * Move all children of a prim (specified by link) by the given offset. */ MoveLinkChildrenByOffset(integer link, vector offset) { list params_lst = []; vector local_pos; integer i = llGetNumberOfPrims(); while (i > link ) { params_lst = llGetLinkPrimitiveParams(i, [PRIM_POS_LOCAL] ); local_pos = llList2Vector(params_lst, 0); llSetLinkPrimitiveParamsFast(i, [PRIM_POS_LOCAL, local_pos + offset] ); --i; } } <snip> if (g_is_root_min_restore && touched_link == LINK_ROOT) { if ( g_is_hud_minimized ) { // show the HUD MoveLinkChildrenByOffset(LINK_ROOT, -1*POS_OFFSET); } else { // hide the HUD MoveLinkChildrenByOffset(LINK_ROOT, POS_OFFSET); } g_is_hud_minimized = !g_is_hud_minimized; } So the idea is that that everything but the root prim is moved by the given offset when the root is touched. This works, but I can literally see the children of the HUD moving off and on screen one by one, especially when the HUD contains lots of children (around 60 atm). I did try hidding them via alpha = 0.0 prior to moving the HUD off screen, and then show them back via alpha 1.0 when moving the HUD on screen, and it did get a little better, but nowhere near the rapid effect i see with other HUDs (plus, i don't really want to apply alpha =1.0 to all children when showing the HUD, cause some of them may initially be semi-transparent... and using a loop like the one above for their initial alpha, would slow things even more ). I understand the problem is due to the loop that visits all children and process them one by one, but I wonder how others do it and they have their HUDs moving off and on the screen in a blink of the eye. And i'm talking about those ppl who don't just rotate the HUD, but actually move it off screen (like Catwa heads HUDs for example). I can tell they move it off screen, cause i see them when I edit their HUDs and then use the mouse-wheel to shrink the visible part of the screen. Any help is greatly appreciated.
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