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  1. Hey, I hope you guys day is going well. I am in a pause of trying to find a URL script for my HUD or someone who knows how to script? I've been searching up and down and I haven't yet to find a URL script for my color changing HUD. Thank you very much.
  2. Background I am a Cartographer. I make SL maps. Hi-res ones using Python script, then road maps to overlay on the hi-res maps. But therein lies the problem. It's really hard to see what's going on by just looking at the hi-res maps. If at all visible (some roads are covered by trees, some are hidden by elevated runways, some are sunk in the water, and so on) So I decided to just go in-world and trace the roads. There's the benefit is that I sometimes find areas of new development and/or shortcuts. And also identified some quirky road mechanisms (such as the TP connecting 'bridges' in Satori.) And of course, tracing means recording my position as I walk/run along each and every route. Which I certainly had to automate. The Code So I made a HUD using the 8-face Display Panel kindly shared by @KT Kingsley. I made a texture atlas for the HUD, and into the Display Panel I embed the following script: // This Source Code Form is subject to the terms of the Mozilla Public // License, v. 2.0. If a copy of the MPL was not distributed with this // file, You can obtain one at https://mozilla.org/MPL/2.0/. // Help for this HUD is available at: // https://rentry.co/posrecorder-v2-howto // PLEASE ONLY RUN THIS IN MONO, NOT IN LSO! float RECORD_EVERY_S = 2.0; float CHECK_EVERY_S = 0.25; // #################### HUD Interface string BTN_TEXTU = "1b937953-237c-22c9-d04b-da3811f23e88"; vector BTN_SCALE = <0.125, 0.125, 0.0>; // X-pos of button textures. RDY, ON, DIS list BTN_X = [-0.435, -0.310, -0.185]; integer FACE_REC = 0; integer FACE_POS = 2; integer FACE_BRK = 4; integer FACE_ARC = 6; integer FACE_CONTI = 1; integer FACE_ROUTE = 3; integer FACE_BRUSH = 5; integer FACE_OTHER = 7; // Y-pos of button textures. Use above to determine which is which // REC CONTI POS ROUTE BRK BRUSH ARC OTHER list BTN_Y = [0.435, -0.065, 0.310, -0.190, 0.185, -0.315, 0.060, -0.440]; // Again, remember the order: [REC, CONTI, POS, ROUTE, BRK, BRUSH, ARC, OTHER] UpdBtnAll(list NewStates) { integer FaceNum; float BtnX; float BtnY; list Params = []; for (FaceNum = 0; FaceNum <= 7; ++FaceNum) { BtnX = llList2Float(BTN_X, llList2Integer(NewStates, FaceNum)); BtnY = llList2Float(BTN_Y, FaceNum); Params += [ PRIM_TEXTURE, FaceNum, BTN_TEXTU, BTN_SCALE, <BtnX, BtnY, 0.0>, 0.0 ]; } llSetLinkPrimitiveParamsFast(0, Params); } // #################### Global States key gOwnerID; integer gGreeted = FALSE; integer gArcPoints; float gLastRecTime; integer gListener; string gBrush = "SOLID"; integer gRecording = FALSE; string gWantSet; float gEnterRecordingState; list gOtherCmds = ["--", "--", "Cancel", "GetSLURL", "--", "RecSpeed", "SetDesc(S)", "SetColor(R)", "EndRoute"]; // #################### Logic RecordPos() { vector Pos = llGetPos(); string regName = llGetRegionName(); string parcelName = llList2String(llGetParcelDetails(Pos, [PARCEL_DETAILS_NAME]) ,0); vector regCorner = llGetRegionCorner(); string message = "3;;" + // "3" is the DATA_Version regName + ";;" + parcelName + ";;<" + (string)((integer)(regCorner.x)) + ", " + (string)((integer)(regCorner.y)) + ", " + "0>;;" + // Region Corners always have 'z' set to 0, so no need for conversion (string)Pos ; llOwnerSay(message); return; } GetSLURLNavHead() { llRegionSayTo(gOwnerID, 0, "# SLURL of current location:"); vector Pos = llGetPos(); llRegionSayTo( gOwnerID, 0, "# http://maps.secondlife.com/secondlife/" + llEscapeURL(llGetRegionName()) + "/" + (string)((integer)Pos.x) + "/" + (string)((integer)Pos.y) + "/" + (string)((integer)Pos.z) ); vector EulerRot = llRot2Euler(llGetRootRotation()); // Need to do this because SL Heading 000 is to the East, and North is 090 (ccw, opposite aviation) integer Heading = (integer)(90.0 - (EulerRot.z * RAD_TO_DEG)) % 360; while (Heading < 0) Heading += 360; string NavHeading = llGetSubString("00" + (string)Heading, -3, -1); llRegionSayTo(gOwnerID, 0, "# With NAV Heading: " + NavHeading); } // #################### State Machines default { on_rez(integer start_param) { llResetScript(); } state_entry() { llSetTimerEvent(0); gOwnerID = llGetOwner(); if (!gGreeted) { llRegionSayTo(gOwnerID, 0, "# PosRecorder v2.1 powered on."); llRegionSayTo(gOwnerID, 0, "# RecSpeed = " + (string)RECORD_EVERY_S + ", PollSpeed = " + (string)CHECK_EVERY_S); gGreeted = TRUE; } UpdBtnAll([0, 0, 0, 0, 0, 0, 0, 0]); gRecording = FALSE; gBrush = "SOLID"; llRegionSayTo(gOwnerID, 0, "# Ready. " + (string)llGetUsedMemory() + " bytes used."); } touch_end(integer total_number) { integer linknum = llDetectedLinkNumber(0); integer facenum = llDetectedTouchFace(0); if (facenum == FACE_REC) { gEnterRecordingState = llGetTime(); state recording; } else if (facenum == FACE_POS) { RecordPos(); } else if (facenum == FACE_BRK) { llOwnerSay("break"); gBrush = "SOLID"; } else if (facenum == FACE_ARC) { state arcrecord; } else if (facenum == FACE_CONTI) { gWantSet = "continent"; state set_contiroute; } else if (facenum == FACE_ROUTE) { gWantSet = "route"; state set_contiroute; } else if (facenum == FACE_BRUSH) { state set_brush; } else if (facenum == FACE_OTHER) { state other_cmds; } } } state recording { state_entry() { UpdBtnAll([1, 2, 0, 2, 0, 0, 0, 2]); llOwnerSay("# Recording begins"); gRecording = TRUE; RecordPos(); gLastRecTime = llGetTime(); llSetTimerEvent(CHECK_EVERY_S); } timer() { if ((llGetTime() - gLastRecTime) > RECORD_EVERY_S) { gLastRecTime = llGetTime(); RecordPos(); } } touch_end(integer total_number) { integer facenum = llDetectedTouchFace(0); integer idx = llListFindList([FACE_POS, FACE_BRUSH, FACE_BRK, FACE_ARC, FACE_REC], [facenum]); if (idx == (integer)-1) { llRegionSayTo(gOwnerID, 0, "# Button " + (string)facenum + " is currently disabled."); return; } RecordPos(); if (facenum == FACE_POS) return; // From this point onwards, state will change. So the timer event here will be out of scope. // But we stop timer event anyways so if the target state has a timer() event, it will not get // inadvertently triggered by this state's short timer period. llSetTimerEvent(0); if (facenum == FACE_BRUSH) { llRegionSayTo(gOwnerID, 0, "# Trying to change brush..."); state set_brush; } // From this point onwards, recording is stopped. Let's reflect that in the global status var. gRecording = FALSE; if (facenum == FACE_REC) { if ((llGetTime() - gEnterRecordingState) < 3.0) { llRegionSayTo(gOwnerID, 0, "# Ignoring double-click on Rec."); gRecording = TRUE; return; } llRegionSayTo(gOwnerID, 0, "# Stopping recording..."); state default; } // Finally, from this point onwards, 'break' is implied. llOwnerSay("break"); gBrush = "SOLID"; if (facenum == FACE_BRK) { llRegionSayTo(gOwnerID, 0, "# Stop & break recording..."); state default; } if (facenum == FACE_ARC) { llRegionSayTo(gOwnerID, 0, "# Change to arc mode..."); state arcrecord; } } } state arcrecord { state_entry() { UpdBtnAll([2, 2, 0, 2, 2, 2, 1, 2]); llRegionSayTo(gOwnerID, 0, "# Arc mode. Recording arc startpoint."); RecordPos(); gArcPoints = 1; gBrush = "SOLID"; llRegionSayTo(gOwnerID, 0, "# Now please move to somewhere in the middle of the arc, and press Pos"); } touch_end(integer total_number) { integer linknum = llDetectedLinkNumber(0); integer facenum = llDetectedTouchFace(0); if (facenum == 2) { RecordPos(); if (++gArcPoints == 3) { llRegionSayTo(gOwnerID, 0, "# Arc points complete. Breaking & stopping..."); llOwnerSay("break"); gBrush = "SOLID"; state default; } llRegionSayTo(gOwnerID, 0, "# Arc middlepoint recorded."); llRegionSayTo(gOwnerID, 0, "# Now please move to the end of the arc and press Pos"); } else if (facenum == 6) { llRegionSayTo(gOwnerID, 0, "# Cannot cancel Arc mode"); } else { llRegionSayTo(gOwnerID, 0, "# Button " + (string)facenum + " is currently disabled."); } } } state set_contiroute { state_entry() { if (gWantSet == "continent") UpdBtnAll([2, 1, 2, 2, 2, 2, 2, 2]); else UpdBtnAll([2, 2, 2, 1, 2, 2, 2, 2]); llRegionSayTo(gOwnerID, 0, "# Setting " + gWantSet + " requested."); gListener = llListen((integer)-8008135, "", gOwnerID, ""); llTextBox( gOwnerID, "Please enter " + gWantSet + " name (case-sensitive), leave empty to cancel.", (integer)-8008135 ); llSetTimerEvent(60); } listen(integer channel, string name, key id, string message) { llListenRemove(gListener); llSetTimerEvent(0); message = llStringTrim(message, STRING_TRIM); if (message == "") { llRegionSayTo(gOwnerID, 0, "# Empty name, cancelled"); state default; } llOwnerSay(gWantSet + ": " + message); state default; } touch_end(integer num_detected) { integer facenum = llDetectedTouchFace(0); if ( (facenum == FACE_CONTI && gWantSet == "continent") || (facenum == FACE_ROUTE && gWantSet == "route") ) { llSetTimerEvent(0); llListenRemove(gListener); llRegionSayTo(gOwnerID, 0, "# Set " + gWantSet + " cancelled"); state default; } llRegionSayTo(gOwnerID, 0, "# Button " + (string)facenum + " is disabled."); } timer() { llSetTimerEvent(0); llListenRemove(gListener); llRegionSayTo(gOwnerID, 0, "# Timed out waiting for response"); state default; } } state set_brush { state_entry() { if (gRecording) UpdBtnAll([1, 2, 2, 2, 2, 1, 2, 2]); else UpdBtnAll([2, 2, 2, 2, 2, 1, 2, 2]); llRegionSayTo(gOwnerID, 0, "# Setting brush requested."); gListener = llListen((integer)-8008135, "", gOwnerID, ""); llDialog( gOwnerID, "Choose a brush:", ["ARROW2", "ARROW1", "Cancel", "SOLID", "DASHED", "RAILS"], (integer)-8008135 ); llSetTimerEvent(60); } listen(integer channel, string name, key id, string message) { if (message == "--") return; llSetTimerEvent(0); llListenRemove(gListener); if (message == "Cancel") { llRegionSayTo(gOwnerID, 0, "# Brush selection cancelled"); } else { if (message == gBrush) { llRegionSayTo(gOwnerID, 0, "# Same brush, cancelling"); } else { if (gRecording) llOwnerSay("break"); if (message == "ARROW1") { llRegionSayTo(gOwnerID, 0, "# IMPORTANT: ARROW1 chosen, so arrow will be drawn at the last Pos only!"); } llOwnerSay("mode: " + message); } } if (gRecording) state recording; else state default; } touch_end(integer num_detected) { integer facenum = llDetectedTouchFace(0); if (facenum == FACE_BRUSH) { llSetTimerEvent(0); llListenRemove(gListener); llRegionSayTo(gOwnerID, 0, "# Brush selection cancelled"); if (gRecording) state recording; else state default; } llRegionSayTo(gOwnerID, 0, "# Button " + (string)facenum + " is disabled."); } timer() { llSetTimerEvent(0); llListenRemove(gListener); llRegionSayTo(gOwnerID, 0, "# Timed out waiting for response"); state default; } } state other_cmds { state_entry() { UpdBtnAll([2, 2, 2, 2, 2, 2, 2, 1]); llRegionSayTo(gOwnerID, 0, "# Other commands."); gListener = llListen((integer)-8008135, "", gOwnerID, ""); llDialog(gOwnerID, "Choose command", gOtherCmds, (integer)-8008135); llSetTimerEvent(60); } listen(integer channel, string name, key id, string message) { if (message == "--") { llDialog(gOwnerID, "Choose command", gOtherCmds, (integer)-8008135); return; } llSetTimerEvent(0); llListenRemove(gListener); if (channel == (integer)-8008135) { if (message == "Cancel") { llRegionSayTo(gOwnerID, 0, "# Other commands cancelled"); state default; } else if (message == "GetSLURL") { GetSLURLNavHead(); state default; } else if (message == "EndRoute") { llOwnerSay("endroute"); llRegionSayTo(gOwnerID, 0, "# 'endroute' has been indicated"); llRegionSayTo(gOwnerID, 0, "# You *must* use the Route button again before recording new positions!"); state default; } else if (message == "SetDesc(S)") { gListener = llListen((integer)-80081351, "", gOwnerID, ""); llTextBox(gOwnerID, "Please enter Segment description, leave empty to cancel", (integer)-80081351); } else if (message == "SetColor(R)") { gListener = llListen((integer)-80081352, "", gOwnerID, ""); llTextBox(gOwnerID, "Please enter desired RGB, comma- or space-separated. Empty = cancel.", (integer)-80081352); } else if (message == "RecSpeed") { gListener = llListen((integer)-80081353, "", gOwnerID, ""); llTextBox(gOwnerID, "Enter desired recording speed, must be a multiple of 0.25", (integer)-80081353); } llSetTimerEvent(60); return; } message = llStringTrim(message, STRING_TRIM); if (channel == (integer)-80081351) { if (message == "") llRegionSayTo(gOwnerID, 0, "# Segment description cancelled"); else llOwnerSay("segdesc: " + message); } else if (channel == (integer)-80081352) { if (message == "") llRegionSayTo(gOwnerID, 0, "# RGB color cancelled"); else llOwnerSay("color: " + message); } else if (channel == (integer)-80081353) { if (message == "") llRegionSayTo(gOwnerID, 0, "# RecSpeed cancelled"); else { RECORD_EVERY_S = (float)message; llRegionSayTo(gOwnerID, 0, "# RecSpeed set to " + message + " seconds."); } } state default; } timer() { llSetTimerEvent(0); llListenRemove(gListener); llRegionSayTo(gOwnerID, 0, "# Timed out waiting for response"); state default; } } The Request: A Code Review Now, I am a beginner scripter. Although this is not really my first script, this is the first time I ever made an LSL Script of this size and this complexity. It does work, but I will greatly appreciate pointers to make it more efficient and/or better. Thank you in advance for your constructive criticisms.
  3. Hello all. I created a simple hud. How can I program it such that when a user right clicks it in their inventory and selects "Add" , it will default attach where I intend it to, i.e. bottom left screen. I.e. without the user having to at first select "attach to" a certain point . Any help is greatly appreciated !
  4. I am working on a vehicle that has a Hud all riders can use it, the problem in my script is that I must use a unique channel cause there will be more vehicle in the same region that's why I used this >>> ch1 = (integer)("0xF" + llGetSubString(llGetOwner(),0,6)); but when the rider has HUD on, It will get his key and the channel will be different and the vehicle will not listen to HUD I got a solution for that to create another channel in the vehicle to listen in change event like this >>> ch_fire1 = (integer)("0xF" + llGetSubString(llGetLinkKey(17),0,6)); llGetLinkKey(17) is the key of the second rider but i think it is not the best solution for that ..any ideas on how to fix that and i appreciate your help ^^ ----------------------------- Script in vehicle : integer ch1; state_entry() { llListen(ch1,"","",""); ch1 = (integer)("0xF" + llGetSubString(llGetOwner(),0,6)); } listen(integer channel, string name, key id, string message) { if (llAvatarOnLinkSitTarget(LINK_ROOT) != NULL_KEY) { //Do Things } } ------------------------------------ script in HUD : integer ch1; default { state_entry() { ch1 = (integer)("0xF" + llGetSubString(llGetOwner(),0,6)); } changed(integer change) { if (change & CHANGED_OWNER) { llResetScript(); } } touch_start(integer total_number) { //Detect which button was touched integer button_link = llDetectedLinkNumber(0); integer face = llDetectedTouchFace(0); string button_name = llGetLinkName(button_link); if (button_name == "Task1") { llRegionSay(ch1,"go"); } } }
  5. So i applied some makeup for Omega, To a MayReal Mesh Head using a Relay HUD. Sometimes it looks fine, Like when i Log in, And a few minutes later without my having done or messed with anything at all, It does stuff like this (Again, On it's own) Please advise! Thank you (This has been an ongoing issue with other Eyeliner Appliers in the past too, It's definitely not just this one)
  6. Can anyone please help me with how to track the amount of time an avatar has been in a region? Here is what I am trying to work on: I want to make a HUD where people can gain experience based on the amount of time they are in the region and wearing the HUD. For example, every x number of minutes (or seconds if lsl prefers seconds) a person is in the region and has their HUD on, their "experience" level will increase by 1. Thanks for any help on this. First time poster in the community, so my apologies if this is the the appropriate place to ask for this kind of help.
  7. After the last recent update the HUD objects no longer respond when clicking on them.
  8. Gosh I have spent so many lindens on dance HUDS. I'm about to break down and make my own at this point. Please someone, help me find one that doesn't require editing text in notecards, but also allows invites and syncs??? TIA
  9. Hello I am looking for someone who can script make a hud to put onto my roleplay sim and make it a long term project. The hud will include the following - Character information (Details like basic information, Gender, Race for mythical or paranormal creatures ETC). - Combat interactions to use on sim with other players (Spells, Weapons, Armor etc Like Bloodlines War but better!) - No linden intake to stay alive (Like bloodlines or progeny basically freeplay where you can use it whenever) - Day cycle (That can work with EEP settings that can be custom made EEP) - Health, Stamina, Magic meter (For all to use ) - Marketplace listing open instead of inworld option - Future incoming updates Add ons in the future (Examples) - Website / Server - Scripted items to work with the roleplay (guns, weapons, Spells, ETC) - Other add ons to make the interactions fun if interested send me an IM here or on second life.
  10. Hiiii So I am trying to wrangle my insanely large inventory. I have thousands of notecards, many which I can delete but need to look at them first. To better manage this in the interim, I created a simple full perm cube with a full perm hover text in it to wear as a HUD. So, for example, I can wear the HUD which I named after a shop - let's say Pixels Playhouse. I edit my script inside to add the name to the hover text. I have 50 Pixels Playhouse notecards which are full perm. I grab them all and slide them into my HUD, then delete them from my inventory . Voila! Chef's kiss. I detach the HUD that now has all my note cards. I've reduced my inventory by 49 items. I can reattach and add notecards as I receive them in the future. This allows me to work in no rez areas if need be. Plus I don't create duplicates by rezzing. What a nifty idea Pixels. Yes, i thought so until I tried to do the same with notecards that are no mod. I cannot slide from my inventory no mod notecards into the attached HUD's contents. I can, however, rez the HUD prim on the ground and slide them into the prim with no issue. But taking this back into my inventory means I now have this new version in addition to the previous version. What a PITA! My inflated genius has been dashed onto the rocks of my hubris. So whyyyyyyyy does SL mock block me re no mod or no mod/no copy or variations on perms when placing items - in this case notecards - in an attached HUD prim but has no issue moving same items into a rezzed prim? Either I am not doing something with key combos or Linden Labs should fix this since this HUD storage box solution enables us to create and manage storage boxes and content without having to rez or duplicate the storage boxes. Anyone know why this is set up like this and if there is something I am unawares of to make this work? If I could get this to work regardless of the item's perms. I would do this with other items in my inventory like textures which would significantly reduce my inventory and make is far more manageable. I could even spend more time hanging out at your events while I work on my inventory! Win/win! If I can't get the no mod no copy items to move seamlessly into the attached HUD and I have to rez it, , I'd like to add some code to the script that aromatically updates the object name + adds the date/time. I will ask about that on the scripting forum section unless someone wants to add it here. Thank you. xo pixels sideways / Moon Mittens
  11. I recently made a hud where I found out that it does not take the group of the land although I do wear the tag. Only when I detach the hud and put it back on it is set to the group. However, when I log out and come back in, the hud switched back to no group. Settingt the group in the edit window does not work either. Only detach and reattach works, just for the present session only. Any help is greatly appreciated, thank you
  12. im using bosh https://marketplace.secondlife.com/p/BoSH-Mesh-Color-Picker-Basic/4130234 HUD change color, my mesh has 2 matriels inside and when i try to change the color by pressing edit link (after the scripts inside the earring) for some reason the 2 matriels becomes one and it changes only the ring instead of the other thing i want it to be changed i even tried with creating simple cube and i tried with select faces (it was 2 faces) but it just wont work.. heres the mesh: https://ibb.co/59Dmjw7 what i want to change: https://ibb.co/kM6z3pL what ends up changing: https://ibb.co/02yqX9M
  13. Someone used that thing on me and i cant get back on the sim,everytime i go there its start pushing me,any body have some ideas how i get rid of that?
  14. Hello, I have had the genus head and huds for awhile now but Recently I ran into a problem with the winking animation...I been doing avatar-->Avatar Health-->stop animations and Right-click on my avatar-->Reset-->Reset Skeleton & Animation and I pushes stop on the basic animation HUD but I still see it doing the animation by itself.(it stopped for now) but any suggestions to if it happens again?
  15. Hi everyone. I'm new to LSL and scripting. I want to make a single button HUD that simply toggles the alpha of a prim attachment I created. To be clear, this attachment is made up of 5 prims and want a button to hide it and reveal it each time I click it. Thank you in advance.
  16. I'm looking for this exact "hug" pose/hud whatever it may be called. She can be attached to him and switch sides whilst he walks around.
  17. First in SecondLife, wear the "No Way HUD" and get instant live information of all the available sales in the "No Way Event" each week. No more infinite notecards to search what you are looking for, shop inside SL, the brand new No Way HUD is here! "No Way" Event presents 2 days of special offers with our shopping HUD that includes an extense list of products from the best Secondlife Designers at special price of 60L$. The event runs every Thursday 9AM SLT until Friday 23:59 SLT. Our exclusive HUD connects you to all the special offers from No Way Event! Our free live HUD contains all the information updated each week (TP, texture, store name & item description), making it easier for everyone to shop without leaving SecondLife! ❥ Share the HUD with your friends, it's copy & transfer! Grab Your FREE HUD: https://marketplace.secondlife.com/p/No-Way-Event-HUD-v1/21371238 **How to use our free HUD** When the Event starts every Thursday 9AM SLT you will be able to click the coin to access the list and start shopping! The Event closes every Friday at 23:59PM SLT. You will be landed in the homepage until next Thursday 9AM SLT! with new items waiting for you. FAQs & Conditions: https://www.nowayevent.com/?page_id=619 *Designers apply here* https://www.nowayevent.com/?page_id=71 *Join our group* Copy paste in-world: secondlife:///app/group/4e4147d5-dcb3-1dd0-4750-b83d1766b528/about *Follow us on Facebook* https://www.facebook.com/nowaysl *Visit our site* https://www.NoWayEvent.com Thank you =D
  18. Hello, If you are looking for someone to do: - Graphical design, - LSL scripting, - Web development, Please feel free to contact me inworld. Skills: ________________ Graphical design: Full branding design, logos, flyers, banners, event posters, hud designs Web development: - CMS websites - Lightweight, one page websites - Fully custom web applications - Back end system, for LSL - Online database LSL: 9 years of experience; Huds, Systems, Weapons, Magic, Effects, Simple scripts Stack: -Java, angular JS, JS, PHP, LSL, Spring boot, Spring, Oracle, Mysql
  19. Hi, Can someone tell me where I can find information about how to make a user interface/skin for an animation HUD. I already have some scripts but I am also looking better animation scripts. I just need to make it work with the HUD interface I am designing. Hope that made sense. I appreciate any help and suggestion. Thanks, Zen K
  20. I'm trying to make a very basic clothing HUD the operates very similarly to an omega applier. A single button that will send texture map, normal map, specular map, and glossiness. I'm using llRegionSayto() to send the UUIDs from the HUD over to the clothing. I'm using llSetLinkPrimitiveParamsFast to set the maps to the clothing. the only problem I'm having right now is being able to set a value for glossiness in the HUD script that will then send over too the clothing script. Any help is greatly appreciated. Reciever Script HUD Script
  21. Hey guys, I want to create a shape changer HUD with sliders to adjust the parameters of body and face for both default SL body and customised body are okay, but I have not found any tutorial online yet. Any help is appreciated! Thanks.
  22. Hey, I just wonder, this VISTA Bento head, whenever you take off the HUD, the Bento animations stop? Also after relogging, the set alphas for the ears reset, re-appearing. Is this normal, or do I do something wrong? 😅
  23. When you edit the object of an HUD and scroll to see everything out of the viewport (hud-area) there is a white rectangle, to make aware, what you can see and what not. I would like to remove it, because I would like to reduce the scale of my HUDs. Have now a 4k monitor but can't make use of the benefitis of it, when the HUDs just don't scale with resolution. In Firestorm I wasn't able to recduce the HUD size (1.00 is the minimum scale), but with a Debug-Setting called HUDScaleFactor it seems to work. But you see the white frame/rectangle then... is there a way to remove it?
  24. Good Afternoon! Does anyone have any past experience of working with a HUD that attaches through the secondlife experience, The sim i own has such an experience however i have the following problem : after you accept the experience the HUD attaches and when you leave and enter the region it reattaches without having to do anything, however when you log into the region it does not auto attach you have to tp out and tp back in, any thoughts or help would be appreciated
  25. Hi all. I’m new to SL and have periodically been trying to get the hang of things. I saw that Genus recently came back and that they have a gift head, but I’m having trouble applying it. I’m trying to use it with a BOM skin, but when I put on the head and tried to add the HUD to enable its BOM feature, the universal HUD did not appear at all. I had no other HUDs on that could be blocking it, so I’m very confused as to why this is happening. I’ve been trying to get the hang of SL for a while now and am super exhausted, and for each new thing I seem to learn and understand, something new pops up to confuse the heck out of me lol. Any help related to this issue, as well as any tips for working with BOM heads/bodies/skins in general, is greatly appreciated.
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