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Found 6 results

  1. Hi everybody! Continuing the title of the post, my question is whether I should loop via the num_detected param of collision_start () and collision_end() event handlers for messaging llDetectedKey(i), or can I simply message once llDetectedKey(0). I couldn't find comprehensive info on the subject, that's why I'm posting here. I definitely want to message a scripted wearable on every colliding avatar, both on entry and on exit of the prim (which is supposed to be primwater btw). And I definitely want to do when multiple avatars are inside the prim-water at the same time. I tested with my normal avi and my alt (being in and out of the prim at the same time, and separately in and out) and both of the following snippets seem to work. So I can't really tell whether I should loop or not. I was under the impression that the collided avatars are queued, so I can simply message llDetectedKey(0) every time the event fires, but then I saw the code of a prim-water SwimHUD and they were looping. Which cases does the loop tackle? Snippets: ... collision_start(integer num_detected) { integer i = 0; for(; i < num_detected; i++) { llRegionSayTo( llDetectedKey(i), channel, msg ); } } OR ... collision_start(integer num_detected) { llRegionSayTo( llDetectedKey(0), channel, msg ); }
  2. I'm working on a script but seem to be running into issues when it comes to having multiple requirements without having a specific order to which they are completed or confirmed as met to getting the script to work. For example, I am trying to design a breakable window, but I don't want anything under "x" amount of velocity to be allowed to damage the hit points. (this is only part of the script) collision(integer num) { if(vel < llVecMag(llDetectedVel(0)) && hp > 0) { llSetTexture("Broken",ALL_SIDES); } } If any of you can help I would greatly appreciate it, if you need more to help I'll be happy to give it and if you see that I'm doing anything wrong PLEASE let me know.. I'm getting frustrated with it.
  3. Hello, current trying to script an attachment, i do not fond a way to address two issues: 1) how Can i do a people Can sit on an already worn attachment. 2) how to avoid collision and conflicts between two avatars on order that both could share the same volume (ie. One avi could appear or be hidden inside another one). May someone know how to address these issues? On full Perm script... I ve Heard about some items with docs that allow 1), but never round this and on doubt that scripts could be full perm; sont not usable on own design items. Please to let me know whenever there are some scripting solution. Ty
  4. Hello! Is it possible to make such a script so that if you put it, for example, in an element of clothing (or even full mesh avatar), so that when shooting and hitting bullets on clothes, blood particles will fly out of it? as a spray. Advise me please, thanks a lot!
  5. I'm working on a motorcycle design in SL, and want to create a better base "sled" for it. So I made a "capsule" shape in Blender. Simple capsule shape, faces minimized in Blender. I imported this with full detail and no "simplification", since simplification tends to mess up the geometry and make it asymmetrical. This wraps around the bike, and has to slide well over hills and small obstacles. It has to be symmetrical or the bike will not go straight. In world Here it is in world. As a test, I made it "physical" - it falls over properly and can be pushed around, and will support a physical cube placed on top of it. It's set for convex hull collisions, and since it's a convex object, it should be one perfect convex hull. So I made it part of a bike. That mostly works, except for thin road surfaces at steep angles. It falls through those. It consistently falls through the long wooden bridge at the south end of Hetrocera's bay. It falls through a place on Robin Loop where the road takes a sharp upward pitch. Bike and rider get stuck in the road prim. All this is nowhere near a region crossing; separate problem from that. This is unexpected. Ordinary prims don't fall through. Mesh wheels don't fall through. An ellipsoid prim of roughly the same dimensions doesn't fall through. Am I doing something wrong here? Known bug?
  6. I am trying to make a target system where I shoot it up to five times each time shows a new color, on the 5th time reset the counter and start fresh with it going back to white. this is what I have thus far but it's getting stuck on the 5th color and not working from there. default { state_entry() { } collision_start(integer number_detected) { llSay(0, "Ding!"); { integer i; for( i = 0; i < number_detected; i++ ) { if(i=1) { llSetColor(<1,1,0.0>, ALL_SIDES); } if(i=2) { llSetColor(<0.0,0.0,0.0>, ALL_SIDES); } if(i=3) { llSetColor(<0.0,0.0,1>, ALL_SIDES); } if(i=4) { llSetColor(<0.0,1,0.0>, ALL_SIDES); } if(i=5) { llSetColor(<0.5,0.2,0.0>, ALL_SIDES); } if(i > 5) { llSetColor(<1,1,1>, ALL_SIDES); llResetScript(); } } } } collision_end(integer number_detected) { } }
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