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Found 12 results

  1. so i want to do a spinning chain and i got rotation script and it works perfect as its rotate on its Y, but the problem start when i attach the clasp ( the chain holder ) to the pendant casuing it to rotate too since every rotation script i ever bought ( i bought many ) always takes control on everything that attached to the mesh. and i dont want the clasp to spin i want it to stay in its place as the rest spinning, i did try putting the script inside every link set like link 1 link 2 they called the childs i believe, seperatly so everything will have the script and not the parent link but it doesnt work well it makes it rotate on its own and not together like i want. my question is can u do the whole thing to rotate but not the chain holder ? or is there a block script that can stop it from recieving the rotate script.. i have like 10 materials in the mesh if its matter since i noticed every material has its own link number, thank u for ur time to read and if u can help !
  2. Hiya how do you access the link set in official viewer? in firestorm you just click edit linked and then use the two arrows under to access all links how do you do that in official viewer? https://wiki.firestormviewer.org/toolbox_general_tab
  3. hi! how to make a script for a linkset of two objects (poseballs) that will hide them only when both people sat on them?
  4. Hello! my vehicle has a light system called from the menu. how to add to the script also the option to turn on the light when you click on a specific prim/face in the vehicle linkset? and how resource-consuming is this change? is it worth doing?
  5. Hello! need a script for linkset of several objects, allowing one object to emit light and turn off for the rest in a circular chain. I managed to add a light to all objects but I can’t turn of for the rest. What is the way to do this?
  6. Hello! I came across a vehicles in which the sound comes not from the root prim but from another, for example from a motor. but at the same time in the motor prim, I did not find the script. How to make the sound go from not root prim and from child prim in a link set without an additional script?
  7. I build spaceship meshes and Ive made an interior kit for the ship with doors and all. On all of the doors I use a main controller script in the root prim that uses Fast Pramerters and the description and name of the child prims inside the linkset. So ONLY the door meshes are named Door will open or close if touched in the linkset. How ever I ran into an issue thinking of a way to play a single door sound from the root prim to the child prims. I dont want to have to put a single script inside each door 16 in total to play sound when the doors are touched and open. So im wondering if there is a way to do this? My scripter tells me there isnt such a command but ive been looking into it and just curios if there was any way of doing it. I want the sound to play local from the door it self NOT the root prim, because honestly that kinda ruins the immersion of the ship if i open a door and the sound plays in the back of the ship where the root is. Thanks
  8. Hello! Help please create an effect script for the old generator (link set). everything should happen in a sequence: pressing the on/off button - prim 1 lights up a lamp - prim 2 >done starter sound - one time ..........................remains??? sound generator - loop >done goes smoke - particles - from prim 3 >done pressing the on/off button - prim 1 smoke does not go the generator's sound stops >done starter stalls .......................................... remains??? the light goes out - prim 2 while I was able to create such a script: //* script_starts_here // integer run; integer PARTICLES_PRIM = 3; default { touch_start(integer total_number) { if(llDetectedKey(0)==llGetOwner()) { if(run) { run = FALSE; llLinkParticleSystem(PARTICLES_PRIM,[]); llStopSound(); llSetLinkPrimitiveParamsFast(LINK_SET, [ PRIM_FULLBRIGHT, ALL_SIDES, FALSE]); } else { run = TRUE; llLinkParticleSystem(PARTICLES_PRIM,[PSYS_PART_MAX_AGE,1.46, PSYS_PART_FLAGS, 263, PSYS_PART_START_COLOR, <0.99, 0.74, 0.73>, PSYS_PART_END_COLOR, <0.79, 0.65, 0.20>, PSYS_PART_START_SCALE,<0.75, 0.39, 0.00>, PSYS_PART_END_SCALE,<1.00, 0.88, 0.00>, PSYS_SRC_PATTERN, 2, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,4, PSYS_SRC_BURST_RADIUS,0.26, PSYS_SRC_BURST_SPEED_MIN,0.04, PSYS_SRC_BURST_SPEED_MAX,0.93, PSYS_SRC_ANGLE_BEGIN, 1.65, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "74e8631c-33a9-bc1a-03d3-ede886272a21", PSYS_PART_START_ALPHA, 0.41, PSYS_PART_END_ALPHA, 0.00, PSYS_SRC_ACCEL, <0.00, 0.00, -0.92>]); llLoopSound("idle", 1.0); llSetLinkPrimitiveParamsFast(2, [ PRIM_FULLBRIGHT, 0, TRUE]); } } } } //* script_ends_here Ok I managed to make it so that the particles were coming from a separate prim. remains to understand how to insert the sound of a starter and a stalling generator. and the main thing is not clear why it turns on when you click on any place of the generator. how to make it work only when you click the on/off button? I will definitely continue to try to do everything myself, but if there are any tips I will be very grateful! Thanks for any help!
  9. Hello! Need a script for three-button HUD to make one of the objects in the linkset visible. Reward 1000 Ls.
  10. How can I move the root prim of a linkset without moving all the others? llSetLinkPrimitiveParams(LINK_ROOT,[PRIM_POSITION, pos]) moves the whole linkset, which is documented in the notes. llSetLinkPrimitiveParams(LINK_THIS,[PRIM_POS_LOCAL pos]) moves the whole linkset.
  11. I am working on a house, and when I create linksets, a prim looks like it shifts, I unlink it and it shifts back, is this a bug or am I doing something wrong? The linksets consists of 64m prims so I am using the sl build tools, number of prims within the linksets are approx. 8 prims, however, none of the prims in any of the rooms shift, it's just the balcony.
  12. I need two static buttons what can move(rotate) my prim left/right side. Maybe someone can explain to me what wrong? Thanks for your answers. Troubles: only 1 button move object. move all objects. Button: { touch_start(integer k) { llSay(11111, "Rot1"); llResetScript(); } } Root: integer count; default { state_entry() { count = 1; state p; } } state p { state_entry() { llListen(11111, "Rot1", "", "Rot1"); } listen(integer channel, string name, key id, string message) { rotation rot = llGetRootRotation(); vector euler = llRot2Euler(rot); euler *= RAD_TO_DEG; euler += <0, 0, 15>; llSay(0, (string) euler); euler *= DEG_TO_RAD; rot = llEuler2Rot (euler); llSetRot( rot ); } }
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