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About Me

Found 9 results

  1. I've always used Singularity but for one reason or another, I've changed to Firestorm. I'd expected ctrl + left click and move to move my camera view with my avi as the main focus. However, it is just unhinging my whole window and moving it around the screen leaving its contents the same. I can't think of a situation where I'd want to do this but either way, what is the mouse and keyboard control for exploring a sim using the camera only. nb. I've found crtl+shift +alt and mouse but this always faces the same direction and doesn't feel intuitive. any thoughts?
  2. Now-adays griefers have ruined much of SL, causing many sims to not allow objects to be rezzed. not for visitors, and often not for land group members since that group is often given out fairly freely. One of the big headaches that causes is for vehicles. if I have a car or bicycle, boat or floatie, plane or hang-glider then I am out of luck on many sims. I cannot rez my vehicle and hence cannot use it. Yes, you can have avatar attachments that LOOK like a car or bicycle, but they don't behave properly since they move as your avatar walks-runs-flies etc. Maybe I have just never encountered a "well-known" solution and if so please enlighten me. What I seek is to be able to change a simple vehicle (lets say a car for discussion) and have some way to go to a no-rez sim and attach it to my avatar and have it take over avatar movements so i just move in a scripted car-like fashion. physics would be wonderful, but i would gladly settle for the pre-physics style of scripted incremental (timer-based) movement. Basically what the attachment vehicle needs to be able to do is: 1. stop normal avatar controlled movements (walk, run, fly, etc) 2. move the avatar in scripted direction (script no using keys instead of avatar) - and yes, i know this movement would be inferior to normal object vehicle movement. It would not be a work-around for griefer objects since it would ONLY work on the item attached to an avatar present in the sim (same as today) and there would be no way to spawn off multiple objects or have them move independent of the avatar. IS THERE A SOLUTION? CAN ANYONE POINT ME AT SOME ATTACHMENT-BASED MOVEMENT FRAMEWORK?
  3. Hello, Sorry to trouble/disturb anyone but I've encountered an issue and Googling hasn't helped much. Would like to ask if anyone knows the reason for this 'error' or perhaps could point me in the right direction which I could look for answers. Would really really appreciate it. ? I made a mesh object that simulates animation using llSetTextureAnim, (4 frames, 2 by 2) and cycles through the four frames of mesh, giving the illusion that the object 'Jumps'. The object animates without any issue when stationary. However when I script it to wander about, there are instances (random) where the texture / textureAnimation gets funky and freezes at the botched up state as it moves from point A to point B. For movement (from Point A to B) I have tried using: 1. llSetKeyframedMotion 2. llMoveToTarget methods individually with both yielding the same results. Is there anything i could do to reduce the instances of it happening (if not) solve it? Have summarised the scripting but it is essentially a combination of llSetTextureAnim (to simulate a upward jumping motion) and llMoveToTarget + llLookAt to move forward and give the illusion of jumping forwards. Things I have tried that didn't work: > placing llSetTextureAnim in not_at_target event hoping it would fire and over write the issue > placing llEventDelay just before llMoveToTarget (as advised by someone else) I have tried asking in a group in-world with someone mentioning that it is likely a server to client issue. Is there anything I could do on my side regarding this issue? Best Regards, Lucidia.
  4. I'm trying to make a script for a rodeo game, so random movement (rotation wise) on a random timer to stop animation and make the avatar stand, i just dont know where to start on this one as never done a timer let alone a random timer before >.<
  5. Renkek

    cAN'T Walk on one sim

    I logged in yesterday and had a problem moving as in walking on the sim for the MC i'm in no one else that comes there does and I have no problem moving elsewhere on any other sim I've been on I can tp to places fine on said sim but can't walk and if I tp to someone it stops them from moving temporarily too... anyone have a reason why? I will note I was playing with some huds satuerday night and a couple had shileds active but they're not even worn now.... I've done everything I know to have no move lock on or the lock and unlock position isn't checked either. others that have seen me there said it looks like I'm standing on an invisible prim. or something. any help appreciated.
  6. Hi, can someone please tell me if you've previously faced this problem where your avatar seems fine while standing but sinks into the seat when sitting? What can be done to fix this?
  7. hey, thank you for reading, i've been making animations for a while but i have no idea how to make a animation that moves location, i mean to say say this object is a chair for two people one person is sitting and the other walks around the chair. its the walking around the chair that as confused me i work from blender and have moved location on blender for it to not move in second life at all! could anyone help me? thanks soph ^^
  8. I tend to get turned around any time rotations come into play I'm using the following code to point an objects x axis towards a target position and moving it to it via llMoveToTarget and it works just fine however I want it to actually stop .5 meters short of the actual target, can anybody point me in the right direction laughs... Next() { index++; if (index >= llGetListLength(targets)) { index=0; } target = llList2Vector(targets,index); mytarget = llTarget( target, .3 ); float dist=llVecDist(target,llGetPos()); integer speed2=6 - llList2Integer(speeds,index); llMoveToTarget( target, speed2*(dist/4)); vector pos = llGetPos(); llRotLookAt( llRotBetween( <1.0,0.0,0.0>, llVecNorm( <target.x,target.y,pos.z> - pos ) ), 1.0, .2); } }
  9. I have an object that will be worn (attached). an example (NOT what I am doing) would be crutches. When worn, can their script slow down the actual SPEED (distance covered) during a walk? not the animation, the actual movement speed. I know an alternative would be to create some sort of vehicle that moved (slowly) but would like to keep this as a worn attachment.
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