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Found 13 results

  1. I have a Doll Key with 11 scripts within it, and one of these scripts calls: queryLandmarkData = llRequestInventoryData(landmark); ...where landmark equals "Home" in the standard case. queryLandmarkData is verified to not be NULL_KEY, but the dataserver event never fires: dataserver(key queryID, string queryData) { if (queryID == queryLandmarkData) { rlvTeleport(queryData); llSetTimerEvent(0.0); queryLandmarkData = NULL_KEY; } } (The function rlvTeleport takes queryData, generates the appropriate global position setting, and generates an RLV call to teleport.) Through the use of multiple debug statements it can be determined that the dataserver event never fires for the llRequestInventoryData() call. It does however respond to other dataserver events that happen in other scripts, including processing notecard lines and getting region data and username data. Is it possible that dataserver events in this script get throttled? I can find zero reason for llRequestInventoryData to work and then for data server to fail. There's no documentation in the llRequestInventoryData wiki page or in the dataserver wiki page that explains such a scenario. I'm using Firestorm to compile, along with full usage of all of Firestorm's compile-time enhancements. I also have the code in a git repository. I searched for the possibility that dataserver events were getting throttled or stopped outright due to too many all at once - but I can't find that documented anywhere if it is the case. Help?
  2. Original: if(Tpos!=(OP1|OP2)) { } What it's doing: if (Detected Vector != ( Vector1 | Vector2 ) ) { } On this line in my script, I get a type mismatch error after "Vector2". Since it is indeed a vector comparing to other vectors,(double checked) I'm probably doing the operator wrong. I am eternally confused by some operators. So, since I haven't been able to find an answer to this, here goes: What am I doing wrong, or how do you compare (Xvector to Yvector OR Zvector)?
  3. Hey guys, so i'm trying to get a mesh to glow and i have thi script: float rate = 1; default { state_entry() { llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.001]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.01]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.02]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.03]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.05]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.05]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.03]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.02]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.01]); llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.001]); llResetScript(); } } but for some reason the float rate isn't doing anything. it's not affecting the speed of thed animation. so i'm just wondering if someone can help me "fix" the code so that it does get affected by the speed? thanks !
  4. list List = ["n","n","13056ed9-7351-446d-b7ee-3152aeffed1a"]; default { touch_start(integer total_number) { list TOUCHER = [llDetectedKey(0)]; integer found = ~llListFindList(List,TOUCHER); if(found){llSay(0,"Found");llSay(0,(string)found);} else{llSay(0,"Not Found");llSay(0,(string)found);} } } Result when touched: [14:37] Object: Not Found [14:37] Object: 0 The integer that is reported should be 2, corresponding to my UUID in the list when it matches my UUID upon touching the object. -1 means it was not found in the list by listfindlist. As far as I know (found) should be triggered when the integer is not negative. As you can see, it's not finding my UUID in the list and listing it's integer as 0... when it should be -1 for failed find or 2 for the list position. I've been messing with this for a few days and am completely lost as to how to make it work.
  5. I have a script that creates a particle when i am standing still. I also want it to create a particle when I am sitting. I have added the following animations: string anim = llGetAnimation(llGetOwner()); if ((anim == "Standing") || (anim == "sit") || (anim == "groundsit") || (anim == "sitting")) . The standing animation works fine, but nothing happens on sit. when i walk, the particals stop. when i stand still, the particle starts, when i sit, nothing happens.
  6. Hello Scripters, I have been working over a Resizer script with all axis XYZ, X.Y.Z. My script is partially done but I want to make it work for linked prims. I have added the code for linked prim but need someone to modify it and make it working. **** Its very urgent, So please contact me asap inworld - puneetg30 or here to discuss about the script and payment ********* Please ask any questions, if you have regarding this script....
  7. Hiya I am trying to find a script that will play a full song as a walker I have however uploaded it under 10 seconds and put in into a prim but every script I buy wont work to play a full song Thanks
  8. This issue has been resolved and can be closed. The apparent failure of llAllowInventorDrop(FALSE) was because the non-group avatar I was testing with had been given blanket permission in Contacts > Friends to edit my objects. After I removed those permissions and waited 6 hours ( just in case it takes time to percolate through the system) everything is working fine again. ================ I'm a reasonably good scripter in LSL but i cannot get llAllowInventoryDrop(FALSE) to work for me. Symptoms: once I set llAllowInventoryDrop(TRUE) one time in my script in a simple prim, it doesn't seem to matter after that whether I set llAllowInventoryDrop(FALSE) or not, it's always true. Does anyone recognize this problem? I'm trying to make a group-specific notecard drop-box script, and want to turn on or off inventory dropping depending on the group tag the user is wearing. Thanks in advance for any info, pointers to documentation or bug-reports, or other wisdom! =============== OK, in attempting to make a tiny script that demonstrated this problem, I realized i have a different problem: nothing I do makes my objects so they cannot be modified by other avatars! This may be why I have the original problem, that llAllowInventoryDrop(FALSE) was not working to stop other people from dropping objects into my prim's inventory. ok - tracked this down to my having checked "Friend can edit, delete, or take objects" as permissions in my FRIENDS tab!
  9. Hello, I have searched for an answer to this question, but either don't understand the answer or am not finding what I'm looking for. I think the problem lies in my understanding of the way dataserver events (or events in general) work. Please let me know if my explanation is confusing. (1) Is this how the dataserver event works?: When I request a notecard line using llGetNotecardLine("My Notecard", 2), the dataserver event is triggered. Inside the dataserver block I can access whatever string is returned from line 2 in "My Notecard" and manipulate it (or whatever I'm trying to do). (2) I have a script that needs to read some values in from specific lines in a notecard. For example, let's say I need to store the integers on lines 2 and 4 from "My Notecard" into two different variables called A and B. Is this true?: Every time I call llGetNotecardLine(), the script is going to go into the same dataserver event, so inside the dataserver event block I have to have some way of figuring out which line I asked for to store it in the correct variable? Like this: integer A; integer B; key queryA; key queryB; default { state_entry() { // Check the notecard exists, and has been saved if (llGetInventoryKey(notecardName) == NULL_KEY) { llOwnerSay( "Notecard '" + notecardName + "' missing or unwritten"); return; } queryA = llGetNotecardLine("My Notecard", 2); queryB = llGetNotecardLine("My Notecard", 4); } dataserver(key query_id, string data) { if (query_id == queryA) { if (data == EOF) llSay(0,"Done reading notecard, read " + (string) notecardLine + " notecard lines."); else { A = (integer)data; } } if (query_id == queryB) { if (data == EOF) llSay(0,"Done reading notecard, read " + (string) notecardLine + " notecard lines."); else { B = (integer)data; } } } } Just FYI, I stole some of this code from an example I saw and added the parts I needed. Thanks!
  10. Hi, I'm new to LSL though not coding. I'm trying figure out how to fade a prim for say 5 seconds, and then reappear for 0.5 seconds, and then loop. I realise there a number of ways to do it: a) Set the default state to be 100% transparency and then reduce transparency to 0% for 0.5 seconds, and set the whole thing on a 5 second loop.tex b) Do the opposite, set default state to 0% transparency and then increase transparency to 100% for 5 seconds, on a 0.5 second loop. c) Do something with textures; i.e. have two textures, one blank and one default texture, and do the whole 5 second, 0.5 second texture switch loop. Problem with this one is that unlike with transparency, alpha textures can sometimes leave that alpha 'halo' effect you can sometimes see in hair. I tried to use a very basic llSetAlpha script generated online, but it doesn't work. I'd rather work with transparency instead if someone is willing to give me a hand. Thank you!
  11. I tried doing this myself but I am not capable. I need a script that can be placed in an object that is attached to an avatar and will; Allow avatars to click and get a message to vote for vote of yes or no Avatars can only vote once a day (or at least after a few hours) The vote will incrementally add or subtract from a running total. I would like the ability to change the dialogue either by changing the text within the script or by using a note card A notecard or chat interchange with the scripter would be good to solidify what I need as i am sure there are other things that would be good to add Thank you in advance
  12. Why isn't the touch script working? Please, I need help from a scripter ASAP. Here's the snippet: integer setting; float wait; float rand; default { state_entry() { @blink; llSetText((string)setting, <1, 1, 1>, 1); if(setting == 0) { llOffsetTexture(0, 0.2, -1); llOffsetTexture(0, 0.4, -1); wait = 0; rand = llFrand(0.2) + 0.1; while(wait < rand) { wait = wait + 0.25; llOffsetTexture(0, 0.4, -1); } llOffsetTexture(0, 0.2, -1); llOffsetTexture(0, 0, -1); wait = 0; rand = llFrand(8.0); while(wait < rand) { wait = wait + 0.25; llOffsetTexture(0, 0, -1); } } if(setting == 1) { llOffsetTexture(0, 0, -1); } if(setting == 2) { llOffsetTexture(0, 0.4, -1); } if(setting == 3) { llOffsetTexture(0, -0.1, -1); } if(setting == 4) { llOffsetTexture(0, 0.2, -1); } jump blink; } touch(integer total_number) { if(setting == 4) { setting = 0; } else { setting = setting + 1; } llOwnerSay((string)setting); } }
  13. I'm searching for an experienced scriptor to help with our future works at our store in second life. We're an original mesh brand, and while I can handle some small script work, I want to branch out and offer even larger projects. We make all our own mesh, animations (bento and static), and have been in business for some time. For more information about the projects please contact Late Billig in world. My Ims always are set to go to my email so I'll be able to reply anytime. We will offer fair rates and do our best to present you with our hard work and efforts.
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