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GinkoStardust

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  1. thanks everyone for the replies and suggestions, i didn't expect so many:) ok Innula you've convinced me going with a notecard like Sassy suggests is the more practical way to go for what i want to do. so basically I have to start again, if you or anyone else have some links or suggestions how i can get started with that please post them. in the mean time i'm going to look around myself to see what info i can find to get started.
  2. Sassy Romano wrote: GinkoStardust wrote: I apprciate the suggestions. but it is not what i am trying to do. the user MUST be able to edit script B(my original example). appliers do this very thing. Why can you not just pass the values into the script via a notecard? I guess I could but I don't know how to do that either, I'm at the edge of my abilities. from what i read notecards aren't as secure. omega doesn't use notecards. it uses code like this output = "Upper" + ":" + upper_texture;llMessageLinked(LINK_THIS,-1,(string)output,"");" i was all proud of myself because i manage to cobble together my own applier script using examples from lslwiki. you add the UUIDs, drop it in the avatar, then click on it and the textures get applied. so then feeling all proud I thought maybe i could make it more professional by making so instead of the user editing the script and clicking on the avatar, they could edit a script in a prim and click on that(just like a standard omega applier). i kind of got there, but then i realized the channel would be visible making it vulnerable to being messed with. so i went looking around for a solution, came here and scoured lslwiki, much was over my head but I kind of understand that LINK_THIS is how two scripts in the same prim can talk to each other without needing a script and so it occured to me one could be nomod and pass the info to the mod one. then when i looked at the omega script i found that code and so i thought i must be on the right track.
  3. thanks Ruthven. you understand. i looked up your suggestion but found this "This function causes the script to sleep for 20.0 seconds." i imagine that might cause the script to appear not work should the user change textures quickly, like using the wrong texture by mistake and then trying to apply the correct one within 20 seconds.
  4. I apprciate the suggestions. but it is not what i am trying to do. the user MUST be able to edit script B(my original example). appliers do this very thing. i'm pretty sure i can do it using llSetLinkPrimitiveParamsFast and LINK_THIS. i just have to fugure out how to put it all together. I have script A in object A, script B in object B, now all i need is script C in object B. A(no mod) talks to B(no mod), B passes the trigger to C(mod). that way no one can see the channel A and B are using. sorry if i didn't word my OP clearly enough.
  5. Appreciate the response - but that is not what I was asking Can the channel be hidden?
  6. how can a channel be hidden? object A speaks to object B on channel 505. user can edit object B. is it possible to prevent the user from seeing the channel?
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