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Showing results for tags 'sensor'.
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I just found out that llSensor in a hud I am wearing does not detect objects I rezz, objects belonging to me, created by someone else. Sigh. Surprise, surprise. They are rezzed, not attached. The pages about llSensor dont tell. I probably belong to the species who should not do scripting but I would be very grateful if someone can tell me if that behavior of llSensor is known or if I am too [...fill in the blanks...] . Workarounds are welcome. llGetObjectDetails does not apply since it requires an UUID to sail in the sea of details, and every object is born with a fresh brand new ID which cann
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Hello! I am trying to create a script with something like an alarm that sends me a message when someone comes to visit me in my absence. I managed to write something but its not ok. It sends messages all the time while person in range, and I only need one time alert. and at the same time, if a person leaves the range and comes back, the alarm must be triggered again. how to do it? That's what i managed to write so far float range = 10.0; // in meters float rate = 10.0; // in seconds default { state_entry() { llSensorRepeat( "", "", AGENT, range, TWO_PI, rate );
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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
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integer sensorDetected = 0; default { state_entry() { llSensorRepeat("","",AGENT,35,PI,3.0); } sensor(integer detected) { if (sensorDetected == 0) { sensorDetected = 1; llOwnerSay("Someone is nearby."); } } no_sensor() { if (sensorDetected == 1) { sensorDetected = 0; llOwnerSay("Nobody is nearby."); } } } This script, when worn, should tell me only once whether there is someone nearby or not, until there is a change in whether there is someone or not.
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Hello! I'm trying to create a script of an exploding barrel. I want the object (the barrel - a single mesh object) to explode when bullets hit it - throwing out the explosion particles, making a sound, maybe becoming physical and flying off to the side and self destruct. Have any ideas? Thank you! If I ask to scripters - how much could it cost to write such a script these days?
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I am trying to scan a nearby scripted object to get its object name. I figure getting its key would be a good start... Could someone please explain why this sensor keeps returning a NULL key when it detects an object? "I detect 00000000-0000-0000-0000-000000000000" What I'm actually trying to accomplish is, I want to wear this sensor. When I walk into a small, non-physical item that has a particular name, it will change my hover height to a predetermined value to make it seem like I'm standing on it normally. key id; default { state_entry() { llSensorRepeat
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float sun_height;vector sun_position; default{ state_entry() { llSetTimerEvent(150); } timer() { sun_position = llGetSunDirection(); sun_height = sun_position.z; if(sun_height < 0.0) { llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE,<1.0, 1.0, 1.0>,1.0,15,0.750, PRIM_GLOW, ALL_SIDES, 0.4]); } else { llSetPrimitiveParams([PRIM_POINT_LIGHT,FALSE,<1.0, 1.0, 1.0>,1.0,15,0.750, PRIM_GLOW, ALL_SIDES, 0.0]); } }} float glow;float time; //------