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Found 267 results

  1. Hi! Is it possible to animate light texture option in the features tab with script and how? Not just flickering, I want to use gif texture.
  2. Hello everyone, I have 2 questions : My first : Here is the script for opening and closing a door. However, the sound of the opening starts when you click and the closing sound once the door is closed. I would like the closing sound to start during the closing movement and not once closed. My second : Do you think I can add a script in a second prim linked so that the two objects follow the same movement? Can you help me please ? /* * Smooth Rotating Linked Door With Hinge * * By: Lyn Mimistrobell * Version: 1.1 * License: Do whatever you like with it, just don't blame me if you break it :) */ /* * Define the rotation in degrees, using the door prim's local coordinate * system */ vector ROTATION = <0.0, 0.0, 180.0>; /* * Define the position of the virtual hinge; usually this is half the door * prim's width and thickness */ vector HINGE_POSITION = <-0.4, 1.3, 0.0>; /* * Define how fast the door opens, in seconds */ float SECONDS_TO_ROTATE = 1.0; /* * Define after how much time the door should close automatically, in seconds; * set to 0.0 to disable autolmatic closing */ float AUTO_CLOSE_TIME = 10.0; /* * Define a sound that plays when the door starts to open; set to NULL_KEY * for no sound. */ key SOUND_ON_OPEN = "b814a289-a786-ef81-e5df-e0e9b9aeebab"; /* * Define a sound that plays when the door has closed; set to NULL_KEY * for no sound. */ key SOUND_ON_CLOSE = "00429879-654d-7925-9e66-5c1695324e58"; /* * Define the volume of the opening and closing sounds */ float SOUND_VOLUME = 1.0; /* * NORMALLY, THERE IS NO NEED TO CHANGE ANYTHING BELOW THIS COMMENT. IF YOU DO * YOU RISK BREAKING IT. */ integer gClosed; // Door state: TRUE = closed, FALSE = opened rotation gRotationClosed; // Initial rotation of the door (closed) vector gPositionClosed; // Initial position of the door (closed) vector gRotationPerSecond; // The amount to rotate each second doOpenOrClose() { /* * Only perform the rotation if the door isn't root or unlinked */ integer linkNumber = llGetLinkNumber(); if (linkNumber < 2) return; if (gClosed) { /* * Store the initial rotation and position so we can return to it. * * Rotating back purely by calculations can in the longer term cause the door * to be positioned incorrectly because of precision errors * * We determine this everytime before the door is being opened in case it was * moved, assuming the door was closed whilst being manipulated. */ gPositionClosed = llGetLocalPos(); gRotationClosed = llGetLocalRot(); /* * Play the opening sound and preload the closing sound */ if (SOUND_ON_OPEN) llPlaySound(SOUND_ON_OPEN, SOUND_VOLUME); } vector hingePosition = gPositionClosed + HINGE_POSITION * gRotationClosed; /* * Reset the timer and start moving */ llResetTime(); while (llGetTime() < SECONDS_TO_ROTATE) { float time = llGetTime(); if (! gClosed) /* * Invert the timer for closing direction */ time = SECONDS_TO_ROTATE - time; rotation rotationThisStep = llEuler2Rot(gRotationPerSecond * time) * gRotationClosed; vector positionThisStep = hingePosition - HINGE_POSITION * rotationThisStep; llSetLinkPrimitiveParamsFast(linkNumber, [PRIM_ROT_LOCAL, rotationThisStep, PRIM_POS_LOCAL, positionThisStep]); } /* * Set the new state */ gClosed = !gClosed; if (gClosed) { /* * Finalize the closing movement */ llSetLinkPrimitiveParamsFast(linkNumber, [PRIM_ROT_LOCAL, gRotationClosed, PRIM_POS_LOCAL, gPositionClosed]); /* * Play the closing sound and preload the opening sound */ if (SOUND_ON_CLOSE) llPlaySound(SOUND_ON_CLOSE, SOUND_VOLUME); if (SOUND_ON_OPEN) llPreloadSound(SOUND_ON_OPEN); } else { /* * Finalize the opening movement */ rotation rotationOpened = llEuler2Rot(ROTATION * DEG_TO_RAD) * gRotationClosed; vector positionOpened = hingePosition - HINGE_POSITION * rotationOpened; llSetLinkPrimitiveParamsFast(linkNumber, [PRIM_ROT_LOCAL, rotationOpened, PRIM_POS_LOCAL, positionOpened]); /* * Preload the closing sound */ if (SOUND_ON_CLOSE) llPreloadSound(SOUND_ON_CLOSE); /* * Set a timer to automatically close */ llSetTimerEvent(AUTO_CLOSE_TIME); } } default { state_entry() { /* * Assume the door is closed when the script is reset */ gClosed = TRUE; /* * These doesn't change unless the script is changed, calculate them once */ gRotationPerSecond = (ROTATION * DEG_TO_RAD / SECONDS_TO_ROTATE); /* * Preload the opening sound */ if (SOUND_ON_OPEN) llPreloadSound(SOUND_ON_OPEN); } touch_start(integer agentCount) { doOpenOrClose(); } timer() { llSetTimerEvent(0.0); /* * Close the door if it isn't already closed */ if (! gClosed) doOpenOrClose(); } }
  3. I need to create a door that opens only if the avatar holds the key. I have a regular door script, but what to do next? Please, do not bother to answer if you are not a scripter.
  4. Hi! Is it possible to animate light texture option (next to light color window) in the features tab (advanced lighting) with SCRIPT and how? Not flickering or intensity stuff, I want to use animated "gif" texture.
  5. Hello! I have a bubble gum script and I need to change it. I need to link the gum to the rezzed object, remove the animation for the avatar from it and leave only the effect of inflating the bubble and the sound of a pop. In general, so that the chewing gum worked for the rezzed object and not attached for the avatar. please tell me what needs to be changed! Thanks for help! init() { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); llPreloadSound("ff0600f0-d8f4-20f6-52ec-a03bc520fee3"); llSetPos(<0,0,0>); llSetScale(<0,0,0>); } default { on_rez(integer num) { if(llGetAttached()) init(); } state_entry() { if(llGetAttached()) init(); } attach(key id) { init(); } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { llSetTimerEvent(5 + (integer)llFrand(14)); } } timer() { llSetTimerEvent(0.0); llStartAnimation("express_kiss"); float itra; for(itra=0.004; itra<0.06; itra+=0.004) { llSetScale(<itra,itra,itra>); llSetPos(llGetLocalPos()+<0.0007,0.0,0.0>); } llPlaySound("ff0600f0-d8f4-20f6-52ec-a03bc520fee3", 1.0); llStopAnimation("express_kiss"); llSetScale(<0,0,0>); llSetPos(<0,0,0>); llSetTimerEvent(5 + (integer)llFrand(14)); } }
  6. Hello! Im a professional scripter with years of experience that offers a unique scripting service for second life, almost everything can be scripted or modified. Vehicles, breedables, RP systems, gambling, clothing , visuals, HUDs, tools, weapons, etc... Also PHP/SQL for external http server communication with databases. Contact me inworld with your request : Hao Zaytsev ( by notecard if possible ) Please do not reply this message or contact me throught the forum, better inworld! Cheers!
  7. Hello! I need some help please! I'm trying to make a speedometer. Does anyone know what is the actual speed of the flight or walking avatar in the sl? I need to calibrate. I tried two speedometers at the same time they show different numbers. Thank you!
  8. Please advise a good door script without a hinge for vehicle (boat)! what requirements should it meet? Thanks!
  9. Hello! help please to sort out! I'm trying to create a script for the 10 minutes demo rezzed object. what is better to use llSleep or llSetTimerEvent? and what's the difference basically in this case? llSleep seems shorter and simpler. thanks! default { state_entry() { llSleep(600); llDie(); } } or default { state_entry() { llSetTimerEvent(600); } timer() { llDie(); } }
  10. Hello! I'm trying to create a simple unpacker giving all content to the owner on rez and self-deleting. I have reviewed a bunch of scripts but they are all very difficult for a beginner. Please tell me how to start and where to go? that's what i have for now but it dont work... thanks for any help! default { on_rez(integer start_param) { llGiveInventory(llGetOwner(), llGetInventoryName(INVENTORY_OBJECT)); llDie; } }
  11. Hello. I'm VERY new to scripting in SL and I'm trying to create a very simple "secret" dungeon-type stone door, but can't seem to find quite what I'm looking for. Hope someone can help. I'm trying to create a simple, 1 prim rotating door. It's already set to accept a single sitter in a "pushing" position (with AVSitter) and makes the correct sound (4 seconds long) upon the avatar sitting. The only thing I want it to do now...upon sitting as well....is rotate slowly (for 4 seconds in time with the sound), 180 degrees around the Z axis and stop. Sounds pretty simple, but again, I'm totally new so I don't quite know what I'm looking for. I'd appreciate any help. Thank you!
  12. i have a sliding door script but it cannot be linked to other prims, does anyone have or can send me a link to where i can get a sliding door script that can be linked to other objects?
  13. Hello! Please help to combine these two scripts. I am trying to make a script for a linked door without a "hinge". I need to add the closing / opening sensor to the FIRST SCRIPT. Thank's for any help! FIRST SCRIPT (please help to add sensor here) // 2017 Maschinenwerk, Corp. // All Rights Reserved. /* * Define the rotation in degrees, using the door prim's local coordinate * system */ vector ROTATION = <0.0, 0.0, 80.0>; /* * Define the position of the virtual hinge; usually this is half the door * prim's width and thickness */ vector HINGE_POSITION = <-0.8, 0.05, 0.0>; /* * Define how fast the door opens, in seconds */ float SECONDS_TO_ROTATE = 1.0; /* * Define after how much time the door should close automatically, in seconds; * set to 0.0 to disable autolmatic closing */ float AUTO_CLOSE_TIME = 10.0; /* * Define a sound that plays when the door starts to open; set to NULL_KEY * for no sound. */ key SOUND_ON_OPEN = "e5e01091-9c1f-4f8c-8486-46d560ff664f"; /* * Define a sound that plays when the door has closed; set to NULL_KEY * for no sound. */ key SOUND_ON_CLOSE = "88d13f1f-85a8-49da-99f7-6fa2781b2229"; /* * Define the volume of the opening and closing sounds */ float SOUND_VOLUME = 1.0; /* * NORMALLY, THERE IS NO NEED TO CHANGE ANYTHING BELOW THIS COMMENT. IF YOU DO * YOU RISK BREAKING IT. */ integer gClosed; // Door state: TRUE = closed, FALSE = opened rotation gRotationClosed; // Initial rotation of the door (closed) vector gPositionClosed; // Initial position of the door (closed) vector gRotationPerSecond; // The amount to rotate each second doOpenOrClose() { /* * Only perform the rotation if the door isn't root or unlinked */ integer linkNumber = llGetLinkNumber(); if (linkNumber < 2) return; if (gClosed) { /* * Store the initial rotation and position so we can return to it. * * Rotating back purely by calculations can in the longer term cause the door * to be positioned incorrectly because of precision errors * * We determine this everytime before the door is being opened in case it was * moved, assuming the door was closed whilst being manipulated. */ gPositionClosed = llGetLocalPos(); gRotationClosed = llGetLocalRot(); /* * Play the opening sound and preload the closing sound */ if (SOUND_ON_OPEN) llPlaySound(SOUND_ON_OPEN, SOUND_VOLUME); } vector hingePosition = gPositionClosed + HINGE_POSITION * gRotationClosed; /* * Reset the timer and start moving */ llResetTime(); while (llGetTime() < SECONDS_TO_ROTATE) { float time = llGetTime(); if (! gClosed) /* * Invert the timer for closing direction */ time = SECONDS_TO_ROTATE - time; rotation rotationThisStep = llEuler2Rot(gRotationPerSecond * time) * gRotationClosed; vector positionThisStep = hingePosition - HINGE_POSITION * rotationThisStep; llSetLinkPrimitiveParamsFast(linkNumber, [PRIM_ROT_LOCAL, rotationThisStep, PRIM_POS_LOCAL, positionThisStep]); } /* * Set the new state */ gClosed = !gClosed; if (gClosed) { /* * Finalize the closing movement */ llSetLinkPrimitiveParamsFast(linkNumber, [PRIM_ROT_LOCAL, gRotationClosed, PRIM_POS_LOCAL, gPositionClosed]); /* * Play the closing sound and preload the opening sound */ if (SOUND_ON_CLOSE) llPlaySound(SOUND_ON_CLOSE, SOUND_VOLUME); if (SOUND_ON_OPEN) llPreloadSound(SOUND_ON_OPEN); } else { /* * Finalize the opening movement */ rotation rotationOpened = llEuler2Rot(ROTATION * DEG_TO_RAD) * gRotationClosed; vector positionOpened = hingePosition - HINGE_POSITION * rotationOpened; llSetLinkPrimitiveParamsFast(linkNumber, [PRIM_ROT_LOCAL, rotationOpened, PRIM_POS_LOCAL, positionOpened]); /* * Preload the closing sound */ if (SOUND_ON_CLOSE) llPreloadSound(SOUND_ON_CLOSE); /* * Set a timer to automatically close */ llSetTimerEvent(AUTO_CLOSE_TIME); } } default { state_entry() { /* * Assume the door is closed when the script is reset */ gClosed = TRUE; /* * These doesn't change unless the script is changed, calculate them once */ gRotationPerSecond = (ROTATION * DEG_TO_RAD / SECONDS_TO_ROTATE); /* * Preload the opening sound */ if (SOUND_ON_OPEN) llPreloadSound(SOUND_ON_OPEN); } touch_start(integer agentCount) { doOpenOrClose(); } timer() { llSetTimerEvent(0.0); /* * Close the door if it isn't already closed */ if (! gClosed) doOpenOrClose(); } } SECOND SCRIPT (sensor is here) float TIMER_CLOSE = 5.0; integer DIRECTION = -1; // direction door opens in. Either 1 (outwards) or -1 (inwards); integer DOOR_OPEN = 1; integer DOOR_CLOSE = 2; vector originalPos; door(integer what) { rotation rot; rotation delta; vector eul; llSetTimerEvent(0); if (what == DOOR_OPEN) { // llTriggerSound("doorOpen", 1); eul = < 0, 0, 90 * DIRECTION > ; //90 degrees around the z-axis, in Euler form } else if (what == DOOR_CLOSE) { // llTriggerSound("doorClose", 1); eul = < 0, 0, 90 * -DIRECTION > ; //90 degrees around the z-axis, in Euler form } eul *= DEG_TO_RAD; //convert to radians rotation rot = llGetRot(); delta = llEuler2Rot(eul); rot = delta * rot; llSetRot(rot); } default { on_rez(integer start_param) { llResetScript(); } state_entry() { originalPos = llGetPos(); llSensorRepeat("", "", AGENT, 5, PI, 1); } sensor(integer num_detected) { door(DOOR_OPEN); state open_state; } moving_end() { originalPos = llGetPos(); } } state open_state { state_entry() { llSensorRepeat("", "", AGENT, 5, PI, 1); } no_sensor() { door(DOOR_CLOSE); llSetPos(originalPos); state default; } sensor(integer num_detected) {} moving_start() { door(DOOR_CLOSE); state default; } }
  14. Why particles or hovertext remain even if script deleted?
  15. Hello folks, As the title say, i'm looking to be hired as scripter. I know well the Linden Scripting Language (LSL) and many others (especially web languages like PHP, HTML5, ASP.NET with MVC, JavaScript, NodeJS, Angular). If you need, i can also create projects in: C, C++, C#, Delphi, Perl, Python... I have many customers in SL (since approx 3 years) for custom full permissions LSL scripts mainly. I'm available for any small or mediums projects. I speak mainly French but i'm able to tchat in English (No english voice). I'm also good for security and hacking if you need these types of skills. If you are interested to work together, you can contact me directly in-world (UnderFawkes Resident).
  16. Всем привет. Некоторые пользователи тратят деньги или же часами ищут нужные скрипты для создания партиклей. На самом же деле, в клиенте Firestorm имеется специальный редактор, который облегчит вам процесс работы со скриптами.
  17. I am looking for a free or cheap script that will remember the sequence in which linked prims are touched. The reason I need this, is so that I can make a musical instrument that doesn't include songs, but the ability to create your own. There would be a dialog menu that pops up when you click the root prim. It asks you if you would like to record, or record with a loop, And if you choose option 1 you touch all the strings in the order you want them to play in, hit finish in the dialog menu, and it will play once. If you chose option 2, then the recorded sequence will play in a loop until you hit "stop" on the dialog menu. An extra thing I would like is the option to save your favorite sequences into a memory bank that has 10 slots. So you can easily switch to different sequences, allowing you to make a completely custom song. [Edit]: I would also like for sequences to be stored in notecards, along with a variable that sets the length of each note, so that the user can determine how long each note in their sequence will be. Defaulted to a whole note. This is for a prim object in which each string is a separate prim, that contains its own sound in its contents. So there needs to be communication between the linked prims and the root prim in order for this to work.. I am willing to pay for a script that does its job well.
  18. Hi there, I'm looking for a scripter to make an advanced script for an new idea that will create more simplicity for customers, which of course I will not share here :) Since most scripters are working by the hour and nobody can tell me how long it will take, I'm looking for a fixed price for the end product and/or a share in the profits. The script ownership must be exclusive, so no reselling afterwards. I'm used to working with designers/programmers RL and have completed the user story, so the programming will have a clear goal and set end result. Please IM me when you're able and available to take on this job. Thanks in advance, Truelove Infinity
  19. More specifically.... I can't figure out for the life of me what's causing this. I've tried taking everything off aside from what I physically can't remove aaand: This is driving me crazy. Anyone know what to do about this? It only happens when I try to move any direction (turn left, turn right, move forward/back etc). If I stay still, nothing happens. Crouching or jumping doesn't seem to affect it either.
  20. A day and a half ago I logged into SL and was trying to sit on something at my sim, but was unable to. I did not get an error i did not get something saying unable to sit. As soon as my avatar or anyone elses would sit, they would get kicked off the item without prompt. About 10 other people besides myself have looked everywhere for anything off or strange. The only time people can sit is when i disable scripts or when my avatar is not on the sim. I have submitted a ticket to linden labs but they are taking a while and it's making me really anxious. I'm looking to see if anyone has had any experience like this or has any answers because I am completely confused. I have even gone as far as to detached everything from my avatar and it makes no difference.
  21. Hello! I have a question. Can a single particle system use different textures one by one? or does each texture need a separate system? if it can, please tell me how to implement it. Thanks for any help!
  22. hey, im trying to make a script to check ages of people coming into my hangout, (rl ages not sl) but when i script LLaddtobanlist it doesnt, i can eject people but not add them to ban list, i was wondering if anyone could help as i also wanted to expand it to only ask people once,any sugestions? the script goes as followed string name; string detectedName; string dialogInfo = "\nWelcome to the little things hangout please answer the following questions and read the rules. are you ages 18 or over in real life?"; key id; integer dialogChannel; integer listenHandle; list buttons = ["-", "yes", "no", "no comment"]; default { state_entry() { dialogChannel = -1 - (integer)("0x" + llGetSubString( (string)llGetKey(), -7, -1) ); } collision_start(integer num_detected) { id = llDetectedKey(0); name = llKey2Name(id); llListenRemove(listenHandle); listenHandle = llListen(dialogChannel, "", id, ""); llDialog(id, dialogInfo, buttons, dialogChannel); llSetTimerEvent(180.0); // Here we set a time limit for responses detectedName = llDetectedName(0); dialogChannel = -1 - (integer)("0x" + llGetSubString( (string)llGetKey(), -7, -1) ); } listen(integer channel, string name, key id, string message) { if (message == "-") { llDialog(id, dialogInfo, buttons, dialogChannel); return; } llListenRemove(listenHandle); // stop timer since the menu was clicked llSetTimerEvent(0); if (message == "yes") { llSay(0, "Thank you please use the teleporter to explore the hangout."); } else if (message == "no") { llSay(0, "I'm sorry this hangout is for over 18 years old only, you will now be teleported home any issue with this please contact the hangout staff."); llAddToLandBanList(id,0.0); llEjectFromLand(id); } else { llSay(0, "I'm afraid we need to know the answer to this question to allow acess you will now be ejected feel free to return to answer this question again."); llAddToLandBanList(id,0.1); llEjectFromLand(id); } } timer() { // stop timer llSetTimerEvent(0); llListenRemove(listenHandle); llSay(0, "Sorry, we need a answer to this question we understand that you may have been afk at the time, unfortunatly you will be temp banned for one hour, any issue please contact [secondlife:///app/agent/47f37397-9596-41cb-8713-96c36ea2b685/about sophie]- with any issues. "); llAddToLandBanList(id,0.1); } }
  23. Hello, please help with the script. I make a speedometer and a compass and I decided to make them square planes. Script uses llSetLinkPrimitiveParamsFast. I got this texture repeats on corners. I decided to reduce the scale a little and leave a blank space on the sides so that when rotating at the corners the texture does not repeat. But I need to set the zoom. What do I need to add to this line to make it happen? Thanks a lot for any help. if(COMPASS_PRIM) llSetLinkPrimitiveParamsFast(COMPASS_PRIM, [ PRIM_TEXTURE, 1, "32865340-5893-3e24-c4a0-b511d39246c3", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, PI_BY_TWO]); ..................................................................... llSetLinkPrimitiveParamsFast(COMPASS_PRIM, [PRIM_TEXTURE, 0, "c6a241dd-709a-bf10-e7d0-b2bf49930d2a", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, our_direction_angle_rad * -1]);
  24. since its halloween i was wondering you can actualy hide your nametag from others without hiding your avatar that i see quite common any idea's how this can be done ?
  25. Hello! Help please create a script of a police siren. So far I have managed to create such a script, but for some reason it does not work. please tell me where did i make a mistake? It should turn on / off by click and blink blue / red lights. the sound is excellent, but there is a problem with the light. And when i turn it off, it gives an error : llSetPrimitiveParams error running rule #2 (PRIM_POINT_LIGHT): arg #2 is missing. Thanks for any help! //* script_starts_here // integer run; default { touch_start(integer total_number) { if(llDetectedKey(0)==llGetOwner()) { if(run) { run = FALSE; llStopSound(); llSetLinkPrimitiveParamsFast(llGetLinkNumber(),[PRIM_GLOW,ALL_SIDES,llFrand(0.10),PRIM_POINT_LIGHT,FALSE ]); } else { run = TRUE; llLoopSound("Siren", 1.0); { llSetTimerEvent(0.01); } { llSetLinkPrimitiveParamsFast(llGetLinkNumber(),[PRIM_GLOW,ALL_SIDES,llFrand(0.10),PRIM_POINT_LIGHT,TRUE, <1.0,0.0,0.0> // START COLOR ,1.0 // START INTENSITTY ,10.0 // START RADIUS ,0.2 // START FALLOFF ]); llSleep(llFrand(0.3)); llSetLinkPrimitiveParamsFast(llGetLinkNumber(),[PRIM_GLOW,ALL_SIDES,0.0,PRIM_POINT_LIGHT,TRUE, <0.0,0.0,1.0> // END COLOR ,1.0 // END INTENSITTY ,10.0 // END RADIUS ,0.2 // END FALLOFF ]); llSleep(llFrand(0.3)); } } } } } //* script_ends_here
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