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  1. Hello, I'm looking for help getting the following code to work: vector origPos; default { touch_start(integer total_number) { origPos = llGetPos(); llSay(0, "Puck position set!"); } state_entry() { //llCollisionFilter("Paddle", "", TRUE); //llCollisionFilter("Wall", "", TRUE); llListen(0, "", "llGetOwner()", ""); llSay(0, "Touch puck to save home position!"); } listen(integer channel, string name, key id, string message) { if(message == "reset") { llSetStatus(STATUS_PHYSICS, FALSE); llSetPos(origPos); llSetVelocity(<0,0,0>, 0); llSetStatus(STATUS_PHYSICS, TRUE); llSay(0, "Reset!"); } } collision_end(integer total_number) { vector spd; while (llVecMag(spd = llGetVel()) > 0.001) { llApplyImpulse(spd * 0.000025, 0); } } } The problem is that if the while loop is running, the listen event isn't. I need a way to interrupt the loop while it is running. Any help is very much appreciated! Regards, tylex Fallen
  2. So these are the two commands … gsCommand = "cuffing"; // Request notification first … llRegionSayTo(gkCaptive, giRLV, gsCommand + "," + (string)gkCaptive + ",@notify:" + (string)giCaptive + ";attached legally right hand=add"); // Then attempt to attach the folder … llRegionSayTo(gkCaptive, giRLV, gsCommand + "," + (string)gkCaptive + ",@attach:" + gsFolder + "=force"); And this is the debug output … Which is all well and good but I only want to pull those shenanigans in the event that "/attached legally Right Hand" is not confirmed first with the opening "if" condition — in case gsFolder follows Murphy's Law and happens to be empty, for example (a list of potential folders to attach was built on the first touch event because, in the true tradition of Second Life, Brad is one of those accounts whose #RLV folder is every bit as messed up with dead-ends and dumb stuff as his default Inventory). As it happens, this works even as said shenanigans kick-off prematurely with "/notify:162738272;attached legally right hand=add" in the following "else if" condition before "/attached legally Right Hand" comes hot on its heels a split second later. The routine finishes up then, resetting the timer, closing the the listen, clearing the notification and setting a control integer, giOffer, to FALSE. And I have Brad bang to rights, of course. I know it is verging on overkill to test all those folders when I could just give the dumb cluck another bunch of copiable items and get on with messing him about but, hey, the code block will be dormant 99.9% of the time (I would hope). Also, such small awkwardnesses speak to the the calibre of the person we are playing with — no such thing as TMI with RLV RP IMHO (LOL). That split second bothers me, though — and it really is only a split second. The RLV protocols are very resilient and tests on frantically busy sims with up to 60 meshed-up, variously textured and smugly smirking avatars (HUDs 'n' all), several of whom will have active relays (one or two with several), cascades of nearby chat, IMs from greeting bots, a dance ball and other typical headaches, the delay does not add up to more than the blink of an eye. Am I really condemned to jump the gun every time? NB: I have tried reversing the order of the attach and notify commands. I have also tried setting a different gsCommand on each despite the RLV spec which explicitly says that one-shot commands like "force" are not repeated anyway (confirmed with zilch in the listen for it). I also tried putting a sleep between the commands, hoping the @attach confirmation would skip past @notify in the ether and I tried that same hopeless strategy between the listen conditions too. I also placed my lucky bakelite "Beatles" pen-holder on a different corner of the desk every time but nothing doing.
  3. Saturday LIVE POOL EVENT @ Sapphire Beach Club - The BEACH POOL - June 6th - 1pm till 5pm After we had so much fun yesterday, we thought lets celebrate again today at the pool :) This time we have for you guys these great live singers: TURNER HARBROUGH - QUARTZ - MAX KLEENE and SAMM QENDRA. Jump into your Bikini or Swim Shorts and enjoy the music at our Pool! See you there :) LIVE EVENT: ★ TURNER HARBROUGH ★ QUARTZ ★ MAX KLEENE ★ SAMM QENDRA Hosts: Christine - Swuran - Foxxy ❤♪·.¸.·'´♫ ϲoϻє ᴀηᴅ cєʟєʙʀᴀτє Ɯιτʜ us ♫•¸.·'♪❤ Dresscode: Pool/Beach or Casual attire please. Your Jetski: http://maps.secondlife.com/secondlife/Skyhill/128/104/1462
  4. Friday LIVE POOL EVENT @ Sapphire Beach Club - The BEACH POOL / June 5th / 1pm till 6pm TGIF Friends.... we start our weekend wet and with lots of fun!!! And of course we have some great Artists.... AARON CABOTT JONES - LEVI ZUZU - WOLFIE MONSADOW - TUKSO OKEY and MAVENN will rock the Pool Stage for you guys! Jump into your Bikini or Swim Shorts and enjoy music at our Pool See you there LIVE EVENT: ★ AARON CABOTT JONES ★ LEVI ZUZU ★ WOLFIE MOONSHADOW ★ TUKSO OKEY ★ MAVENN Hosts: Christine - Swuran - Foxxy ❤♪·.¸.·'´♫ ϲoϻє ᴀηᴅ cєʟєʙʀᴀτє Ɯιτʜ us ♫•¸.·'♪❤ Dresscode: Pool/Beach or Casual attire please. Your Jetski: http://maps.secondlife.com/secondlife/Skyhill/128/104/1462
  5. Wednesday LIVE EVENT @ Sapphire Beach Club - The BARN - June 3rd - 12pm till 2pm Yeeehaaw we are back in the Country Barn, this time with 2 amazing Live Artists. JACK DRYDEN - BILLY TALON Put on your Cowboy Boots and come by..... see you there!!! LIVE EVENT: ★ JACK DRYDEN ★ BILLY TALON Hosts: Christine- Swuran ❤♪·.¸.·'´♫ ϲoϻє ᴀηᴅ cєʟєʙʀᴀτє Ɯιτʜ us ♫•¸.·'♪❤ Dresscode: Country or Casual attire please Your Horse: http://maps.secondlife.com/secondlife/Skyhill/123/107/1440
  6. Hello All, I have a little bit of experience scripting using LSL, but I think I'm not understanding either how the timer event works or how to properly remove listeners. When trying to learn how to build a dialog menu, I read many resources that said removing open listeners is very important. In all of my scripts up until now, I've been using a timer event in case the user doesn't click on the menu, like this: open_menu(variables) { //Do stuff with variables to open a dialog menu llSetTimerEvent(30.0); } close_menu() { //remove listeners llSetTimerEvent(0.0); } default { //Code timer() { close_menu(); } } However, now I need to use the timer event for something else. I've seen other posters on here using a counter in the timer event when they need multiple timer events (I know you can't literally have multiple timer events), like this: default { //Code timer() { ++counter; if(counter == max) { //Do something else } //Do something } } I don't think I understand how this works. For example, let's say my "main use" for the timer event is to blink a light every 5 seconds, but there's a menu as well that asks the user if they want the light to blink or not. Do I set this counter to zero when the menu is opened and then set whatever "max" value? I know the blue menu won't go away if counter reaches "max," but I want to make sure there aren't any open listeners if the user doesn't click anything. Let me know if I'm not making sense, or if there's another post I missed. Thanks!
  7. Hi! I have an application working at the moment that I'd like to rewrite in a much more friendly way and I wonder if you guys and girls can help? I have a game that rezs many prims. It's up to the player but there might be a hundred or more. The region's the limit, theoretically. When the game is over, all the prims (which are all very close by and very close together) need deleting. Currently they all have a 'listen' in them, listening on a particular channel for the 'Clear' command, whereupon they 'die'. I would love to not be creating scores or even hundreds of listens! So I am wondering how else to do it? I was musing that perhaps there is a way to link two or more prims that are and remain separate from the prim that created them? Is that do-able? So to be clear, prim A contains the script and the means of spawning prim B, C, D and so on. Prim A creates B initially, but B is unique as the first one spawned, it's set to contain the only 'listen' needed. As each new prim is spawned, it links to prim B (or any of the others except A). When the game is over, a 'clear' command causes prim B to delete, taking everything attached to it with it. Ok, that's my uninformed guess! Might that work? What are the key functions that I might need to get it going? And of course, are there any other exotic techniques I might employ to achieve the same functionality? Thank you for your thoughts!
  8. TODAY 12 PM SLT ★ ANLAIK / Live performance TODAY 1 PM SLT ★ Winter Landmark: maps.secondlife.com/secondlife/Skyhill/91/68/753
  9. TODAY SEPTEMBER 27 - LIVE 12 PM SLT AT SAPPHIRE BEACH CLUB ★ DAVID HAUPTMAN ★ MAVENN ★ LEXUS MELODIE ❤♪·.¸.·'´♫•·'´♪·.¸.·'´♫•·'´♪·.¸.·'´♫•·'´♪·.¸.·'´♫•·'´♪·.¸.·'´♫•·'´♪·.¸.·'´♫❤ Landmark: maps.secondlife.com/secondlife/Skyhill/203/206/23
  10. OK.. I'm a beginner here.. tho do know enough to be 'dangerous' with scripting. I've search library for what I'm seeking but didn't find anything. I THINK it's a simple addition to my overall project. I want a script to 'listen' to Nearby Chat for a specific 4 letter word. When word is entered, then I want to 'continue' to do next task... then reset to idle listening again. 1.. Listen for WORD 2. WORD is entered... so continue 3. Do next thing (got script for this... basically.. Get Data and OwnerSay) 4. Return to Listen for that WORD again. May be heading into the tutorials if I can't find anything, which is what I should do.. but I thought I'd ask here first! Thanks for any comment/help!!
  11. so me and a friend have started making a HUD for puppy sounds, eg woof, growl ect. and as the project came along we've realized that i (myself) need a little help making the script as we would want the buttons to talk back to the root prim so that the hud sounds could be turned on and off, a choice to change name of person wearing the hud, and read setting notcard. i know how to do the parts but making them comunicate together has me confused. any help would be greatly helpful, even if its just the name to what im thinking of as so far the only lllisten ive found is to local chat for the owner to say a phrase.
  12. PLEASE NOTE: I figured out a workaround by placing the original touch script in the root -- however, I would still like to know why this didn't work. Thank you. Hello: I need help sorting out this script. I have a listen script that works except for the avatar llDetectedName(0). The list text comes up into chat but Instead of the avatars first name, it returns all 0's. It worked fine as a standalone touch script but I need it to work in a child prim so created a listen script -- and need to have listens to send instructions to other child prime as well. Thank you! This is what pops up in chat: The answer to your question, 00000000-0000-0000-0000-000000000000, is Blah blah blah.. This is the listen script in the child prim: list linesofchat= [ "Blah blah blah.", "Yada yada yada.", "la la la la la la la.", ]; default { state_entry() { llListen( 12345, "", NULL_KEY, "" ); } listen( integer channel, string name, key id, string message ) {if ( message == "motorboat" ) { integer j = llFloor(llFrand(llGetListLength(linesofchat))); string av = llDetectedName(0); av = llList2String(llParseString2List(av,[" "],[""]),0); llSay(0, "The answer to your question, " + av + ", is " + llList2String(linesofchat,j)); } } } This is the call script in the root prim: integer channel = 12345; default { touch_start(integer total_number) { ; llSay(channel,"motorboat"); } }
  13. Hello all, I have the following script: default { on_rez(integer start_param) { llSay(-99,"Exists"); llListen(-99, "", llGetOwner(), ""); } listen(integer chan, string name, key id, string message) { if(message=="Exists" && llGetOwnerKey(id)==llGetOwner()) { llDie(); } } } The problem with this is that when I rez a second object (containing of course this script), the first (already rezzed) object doesn't listen. However, if I type in chat "/-99 Exists" , it does listen and removes the object. I tried to include a state entry for setting the channel but didn't work too. Am I missing something?
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