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Found 7 results

  1. Hello! I have such a funny script, it works fine, but for some reason, every time I change the position of the object or just rez it from inventory, I have to reset the scripts. otherwise, the object either flies up to the sky or moves to its original position. why it happens? string animation; // the first animation in inventory will automatically be used // the animation name must be stored globally to be able to stop the animation when standing up integer k; integer flip = 1; list params; vector pos; integer link = 0; default { state_entry() { // set sit target, otherwise this will not work llSitTarget( < 0.0, 0.3, -1.0 > , <0.0, 0.0, -1.0, 1.0> );//*** ///ZERO_ROTATION params = llGetLinkPrimitiveParams(LINK_ROOT, [PRIM_POSITION]); pos = llList2Vector(params, 0); } changed(integer change) { if (change & CHANGED_LINK) { key av = llAvatarOnSitTarget(); if (av) //evaluated as true if not NULL_KEY or invalid { llRequestPermissions(av, PERMISSION_TRIGGER_ANIMATION); llSetTimerEvent(0.02 + llFrand(0.1)); } else // avatar is standing up { if (animation) llStopAnimation(animation); // stop the started animation llResetScript(); // release the avatar animation permissions llSetTimerEvent(0.0); } } } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { animation = llGetInventoryName(INVENTORY_ANIMATION, 0); // get the first animation from inventory if (animation) { llStopAnimation("sit"); // stop the default sit animation llStartAnimation(animation); } } } timer() { llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_POSITION, pos + ((flip = -flip) * < 0.02, 0.01, 0.01 > )]); } }
  2. I want to make a script that makes me push the person who comes near me , I used llSensorRepeat and set range to 0.7 , But i can't figure out the position/rotation to push, I want my avi to push the person and return back , I need help how to use llPushObject(llGetOwner(), . . .) , Can't find the direction/position of my target. I used llDetectedPos(i) and llGetPos() then llVecNorm to get the normalized vector and then used that as direction but still not working good.
  3. So I have an script which, for a physical object, returns it to its starting point after a while. Works fine. When the script is initialized, or the object is rezzed, it captures the current position, which becomes its new home position. It returns to there. But if someone re-arranges the objects with the build tools, the script does not know this. So it returns to the old position. Having the builder manually reset the object scripts works, but it's a pain. I'd like this to Just Work. Any way to detect "build_end"?
  4. I'm really stuck on this one. I can add the attachment's local offset to the 'center' it reports, but it's still off by significant bit, and I just don't know where to start with variables. - accounting for avatar height and the avatar's rotation seem like the only way to make these transformations? Has anyone ever taken a swing at this?
  5. Lunar Foster Parents Agency is hiring Social Workers - Trained & paid hourly with benefits, bonuses & extra opportunities! Please do not contact us regarding this job. Simply fill out the application and if we are interested, we will follow up with you and schedule an interview. We will ignore messages from people who fail to fill out the application and message us about it instead, we will take this as you are really not that interested in the position. If you have a general question about the job however, please use our contact form on our website to ask any questions you may have. Lunar Foster Parents Agency is an alternative to adoption to give children in the adoption system safe, loving and temporary homes until they find their forever families, and parents who wish to care for a child temporarily and assist them in finding their forever families. SOCIAL WORKER DUTIES • Be available to answer questions when online to visitors & clients • Hand out appropriate informational materials when it is asked for • Assist parents and children in setting up their foster panels • Supervise parent/child meetings • Give appropriate group tags to panel renters • Enforce TOS and Establishment Rules SOCIAL WORKER REQUIREMENTS • Avatar must be 90 days old or older • Must dress modestly when in the establishment (business casual is preferred, but modest casual clothing is OK) • Avatar can be a child, but must speak clearly and use proper grammar when addressing clients • Must have a good online availability • When online, must be able to respond to client IM's • Must spend at least 1 hour minimum per week in our establishment, even when there are no meeting supervisions or customers that call you in. • Must have a basic understanding of adoption systems in Second Life • Must have respect for diversity both culturally, religiously, racially, as well as for species, love preference and financial status. EXPERIENCE IS PREFERRED, BUT NOT REQUIRED Our Starting Wage is $50L an Hour, our full benefits information can be found on our website! TO LEARN MORE AN APPLY, CLICK HERE FOR OUR WEBSITE AND APPLICATION LINK Our Website: https://djxpurity.wixsite.com/lfpa Main Location: http://maps.secondlife.com/secondlife/Bay City - Tanelorn/158/209/25 Our New Amethyst County Branch: http://maps.secondlife.com/secondlife/Iceberg/60/178/21 Contact Form: https://goo.gl/JubZG3 Please do not respond to this thread, for general questions, contact DJxPurity Resident with a notecard or use our contact form.
  6. Hi there. I''m making a script where a non-physical sculptie in the shape of a floating skull is wandering around. Problem, is the skull is facing a direction different from the direction it's travelling. I tried llLookAt, but the skull then moves around it's z-axis, meaning it's top is pointed toward the destination instead of the face. Anyone know how to make it so that it's oriented correctly, or how to find a rotation to make it face the right direction?
  7. Hello, i'm learning LSL by trying to make a custom texture+color+sheer+materials HUD. I'm doing a decent job so far I think, and the forum has already helped me with Chimera's Color PIcker, the code of which I have modified and embed into this custom HUD. My current question is about minimizing/restoring the HUD and all its children. I have already implemented that, but the effect is not rapid as in other HUDs i have seen and/or used. In my HUD the min/restore button is the root prim, and the way i move it off and on screen is via this function I have coded: integer g_is_hud_minimized = 0; <snip> /* ---------------------------------------------- * Move all children of a prim (specified by link) by the given offset. */ MoveLinkChildrenByOffset(integer link, vector offset) { list params_lst = []; vector local_pos; integer i = llGetNumberOfPrims(); while (i > link ) { params_lst = llGetLinkPrimitiveParams(i, [PRIM_POS_LOCAL] ); local_pos = llList2Vector(params_lst, 0); llSetLinkPrimitiveParamsFast(i, [PRIM_POS_LOCAL, local_pos + offset] ); --i; } } <snip> if (g_is_root_min_restore && touched_link == LINK_ROOT) { if ( g_is_hud_minimized ) { // show the HUD MoveLinkChildrenByOffset(LINK_ROOT, -1*POS_OFFSET); } else { // hide the HUD MoveLinkChildrenByOffset(LINK_ROOT, POS_OFFSET); } g_is_hud_minimized = !g_is_hud_minimized; } So the idea is that that everything but the root prim is moved by the given offset when the root is touched. This works, but I can literally see the children of the HUD moving off and on screen one by one, especially when the HUD contains lots of children (around 60 atm). I did try hidding them via alpha = 0.0 prior to moving the HUD off screen, and then show them back via alpha 1.0 when moving the HUD on screen, and it did get a little better, but nowhere near the rapid effect i see with other HUDs (plus, i don't really want to apply alpha =1.0 to all children when showing the HUD, cause some of them may initially be semi-transparent... and using a loop like the one above for their initial alpha, would slow things even more ). I understand the problem is due to the loop that visits all children and process them one by one, but I wonder how others do it and they have their HUDs moving off and on the screen in a blink of the eye. And i'm talking about those ppl who don't just rotate the HUD, but actually move it off screen (like Catwa heads HUDs for example). I can tell they move it off screen, cause i see them when I edit their HUDs and then use the mouse-wheel to shrink the visible part of the screen. Any help is greatly appreciated.
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