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  1. Hello good afternoon! I'm building a NEXT UP system for my store but I have some doubts. The system fits into the new rules of the old "gacha", but I would like to do something more and I came across something in the TOS that confused me, here's the excerpt: Can I sell an item, and also then include an unknown random item attached as a bonus? For example, like a buy one, get one free (BOGO), but the free item is the random/unknown item. No, this is not permitted. My contact is due to this question, as I would like to include in my system a BONUS that each customer will be entitled to when purchasing a certain number of times. The idea is not to sell an already known item along with a random one, but when the person reaches the necessary level to earn the bonus they will receive a random item. Is this allowed? I paid the premium to contact live support chat and resolve this issue, but the answer I got was that they cannot help me with this and that I should find out more here on the forum. They themselves don't understand the policy they create!
  2. Guess IDK which part of the forums this question fits best, thought I'd try here too... Is there such a script (or is it possible to make one) where only certain group members can see a prim's textures (regular, specular, glow, etc.)? Like, the prim would still be on the land and weigh against the impact, etc., but there have to be specific circumstances to see certain aspects of it.
  3. Heya~ im with the amazing team at Adorabits'n bobs a custom well order company. not only do we do meshing, rigging, texturing, scripting, animation and 2d design! we do it with a smile!we aim to help people get what they want into secondlife, for personal use or for selling on and making you a linden millionaire! we know that some skills are hard to learn, but were comited not only to fill that gap but to help with advice and tips too! we will even happily teach you in what ever skill you desire (that we know, we havent master the skill of taking over the world yet.... sorry). we know that pricing can sometimes be a issue and we try work with people as much as we can! our pricing is based on hours needed for the project. we do a base rate of 7500L per hour. we try to be effient and do orders as quickly as posible, we give a estimated quote at the start of the project, this price can change but we are good at hitting our target or bellow target time! we do also offer payment plans and other ways so its not a huge lump for anyone! heres our website (does need updating but ive been procastinating >.> ) with some examples of our work and how much time would take for examples ~ https://www.adorabitsnbobs.com/ ~ contact Sophy7777 Resident for any info or to make a order or even just to say hi!!
  4. As part of my work on workarounds for region crossing problems, I need for a vehicle script to be able to talk to seated avatars during the semi-broken condition of a half-unsit, where a region crossing has failed. I want to tell the avatar to teleport itself back to the vehicle. This works when vehicle and avatar extension can communicate. The communication is a problem: llShout will work up to 100m across region boundaries, but sometimes the avatar is more than 100m from the vehicle. Seldom if ever more than a few hundred meters, though. llEmail has a lot of open bugs dated back to 2005. Discussions consider it broken. llTeleportAgent will work if the avatar is the owner of the vehicle. Otherwise not. llInstantMessage can't talk to an object. llRegionSayTo is only useful within a region. llMessageLinked can't talk to an attachment (and might not work when avatar and vehicle are in different regions, which is what this is all about) Setting up an external server for HTTP communication is a bit much. This isn't some big coordinated system under one owner. Have I missed anything?
  5. Hey all So I've been fiddling with a script in a bong that rezzes and attaches temporary lighter from its inventory using llRezObject, animates and all that jazz, and when I detach the bong, the lighter also detaches and requests perms again from its original rezzed position (which is in front of my face, for the time being). I've tried incorporating llDie at different parts of the script to coincide with the detachment and nothing. If you need code posted, I can attach it, just didn't wanna make the post gross and clogged. I've messed around with start parameters, from default to prim temp on rez, object temp on rez. I use llAttachToAvatarTemp inside the lighter. I have them say/listen to each other briefly to get the animations started. And I try to have the lighter check for the OBJECT_REZZER_KEY in the attachment list on a timer. A whole rigmarole of adjustments and changes that sometimes worked, sometimes broke it. Any ideas on what might be causing that or if it's just normal behavior? **Edit** Lighter and bong scripts are in the second and third comments.
  6. I am looking for help on a script for when an item is attached it causes the player’s viewer screen to change effect for example it could make the vision pixelated or flashing of colors and to also animate the avatar. I thought it was thru cam params but i dont think its that. was also told its a particle based script that attaches as a temp invisible hud to user’s screen. My goal is to create fun effects to make you feel like your avatar is hallucinating or high any help is appreciated. at least to know what type of script i should be looking at
  7. I read that "The value for the key-value pair. Maximum 2047 characters, or 4095 if using Mono", but is there a maximum amount of key-value pairs I can create? Say I want to store data for ever single visitor to my sim, is there a limit on how many players data I can store?
  8. I am looking for a script/HUD that will allow users to add their own custom text to an object (prim or mesh) - I guess with copy/trans so my customers could use it. Maybe I'm not putting in the correct search string in MP. Does anyone here know where I might find this? Im currently trying to make something where my customers could put their own names on this object
  9. Since I can't make edits to posts when needed please read this document to hire me: https://docs.google.com/document/d/1kjJbJH4JmXXE07sXj6vkM_wXDy0o9q--nn_2oA93jzc/edit?usp=sharing Make a booking here: https://forms.gle/NsSikWmQaUFLz6xN7  Testimonials (see comments):
  10. Hi ! I'm actually looking for a scripter for 2 thing. The first one would be a public, private addition to a script i have already made (basically a owner system, add and remove) The other one is that i know the is Ai bot that can act as a Sub to you aka these (https://marketplace.secondlife.com/p/Submissive-Doll-Gynoid-Fembot-AI-RLV-Control-System-Now-with-ChatGPT-Its-Not-Mine-and-Nanite-Interfaces/21703124) but what about the opposite ? Would there be a way to using a chatGPT ba se to create a bot that could interact with Open Collar or cuff or any RLV similar to what this does https://marketplace.secondlife.com/p/RF-Fairy-Bot/10187508 (tough this doesnt have chatGPT) It doesn't need to be ChatGPT but i'm just use to it
  11. Honestly feel like a total noob posting here but I am having issues trying to get a parachute script to stop triggering a sound when it's being used. I've tried using "else if" function but I think I may be using it incorrectly. Any help on this would be awesome. // Parachute script // Applies a drag force in the Z-direction only, // to change terminal velocity // Ordinal Malaprop // 2006-09-08 float gFallSpeed = 10.0; float gCoefficient = 0.0; default { state_entry() { llStopSound(); // Calculate drag coefficient based on desired speed gCoefficient = 9.8 / (gFallSpeed * gFallSpeed); // Correct drag force regularly llSetTimerEvent(0.1); llMessageLinked(LINK_SET, 40, "FlashOff", ""); llStopSound(); } timer() { // Drag only applies in the Z-direction, and only downwards vector vel = llGetVel(); float speed = vel.z; if (speed > 15.0) speed = 0.0; vector drag = llGetMass() * gCoefficient * speed * speed * <0.0, 0.0, 0.7>; // Apply force llSetForce(drag, 0); llMessageLinked(LINK_SET, 40, "FlashOn", ""); llLoopSound("09b6c0cf-ce7f-e35f-34e8-dd6cb0a22e5d",1.0); } }
  12. Is it possible to have a particle from a local texture? I can put the local texture on a prim but the particle system script needs a UUID or texture within the emitter prim so it seems like not. But asking here in case there is some way to get a local texture UUID?
  13. Hello so i've been trying to add the option to not give my script and unpacker animation when others unpack it. Currently i'm using one that provides unpacking with a group inviter but I can't seem to find where to add the delete script lines /* Group Invite Unpacker Version 1.0.2 Scripted by Flammenwerfer [2016/4/21] ------------------------------------ This unpacker will give the contents of the object that the script is located in (minus the unpacker script), under a folder name that will be the same as that of the object, and also prompt a user with a group invite dialog and/or chat message, if the group inviter is enabled. IMPORTANT: Although both chat and dialog links are supported by most newer viewers, legacy viewers such as Singularity only have support for chat links. Additionally, due to SL limitations, items being unpacked require COPY permissions, otherwise they will be one-by-one copied to the relevant default folder for said item type, instead of all copied at once to a single custom folder. Furthermore, if any of the items being unpacked lack COPY permissions, then the actual unpacker object must be rezzed for correct use as attachments cannot give NO COPY items. The group invite functionality can be enabled or disabled by editting line 22. To configure whether to display the invite in a chat message, dialog box, or both, simple change the value type on line 23. You can also change the group invite message on lines 24 and 25. Feel free to use this code as part of your own builds. */ string GROUP_UUID = "2bb41356-b55c-3bcc-209a-aeba89cb8904"; // Replace "none" with the UUID of your group (eg. "19657888-576f-83e9-2580-7c3da7c0e4ca") to enable the group invite prompts string GROUP_PROMPT = "both"; // Use either "chat", "dialog" or "both" string GROUP_CHAT = "~Join our group today to stay up to date on exclusive gifts, random giveaways. Earn 10% store credit on inworld store purchases & MORE ~"; // Message accompanied with group invite prompt string GROUP_DIALOG = "~Click The Link To Join our group today to stay up to date on exclusive gifts, random giveaways. Earn 10% store credit on inworld store purchases & MORE ~"; // Message accompanied with group invite prompt key OWNER; chat() { llRegionSayTo(OWNER, 0, "\n" + GROUP_CHAT + "\nsecondlife:///app/group/" + GROUP_UUID + "/about"); } dialog() { llDialog(OWNER, "\n" + GROUP_DIALOG + "\n\nsecondlife:///app/group/" + GROUP_UUID + "/about\n", [], 64); } invite() { if(GROUP_UUID != "none") { if(GROUP_PROMPT == "both") { chat(); dialog(); } else if(GROUP_PROMPT == "chat") chat(); else dialog(); } } default { on_rez(integer p) { llResetScript(); } state_entry() { OWNER = llGetOwner(); } touch_start(integer t) { if(llDetectedKey(0) == OWNER) { list items = []; integer noCopy = FALSE; string script = llGetScriptName(); integer i; for(i = 0; i < llGetInventoryNumber(INVENTORY_ALL); ++i) { string name = llGetInventoryName(INVENTORY_ALL, i); if(name != script) { if(~llGetInventoryPermMask(name, MASK_OWNER) & PERM_COPY) noCopy = TRUE; items = [name] + items; } } if(noCopy) { if(!llGetAttached()) { invite(); for(i = 0; i < llGetListLength(items); ++i) llGiveInventory(OWNER, llList2String(items, i)); } else llRegionSayTo(OWNER, 0, "Please rez before unpacking"); } else { invite(); llGiveInventoryList(OWNER, llGetObjectName(), items); } } } }
  14. I am looking for a simple club tipjar script that will split the money between the owner, the payee and give a % back to the payer from the money they just paid. It needs staff group access only, editable online & offline floating text. Example: Client pays 100, employee gets 85%, owner gets 5% and the client gets back 10%. Budget - L$ 2000/h. Deadline 29th August. If you can do this, contact me inworld - Yana Banana.
  15. Hi all. Im trying to customize open collar titler to turn off when there is an avatar in range. Im getting a syntax error when i add a no_sensor() condition to the "if" clause. Not sure if im missing something but the code is fine when just leave the original if clause instead of mine. Titler(){ // llSetTimerEvent(2.5); // Show the title if applicable after 5 seconds //Why should this be done with a delay??? Moving it here. //Show titler if no avatars in 3 meters range //Brujita 8.3 llSensor("", NULL_KEY, AGENT_BY_LEGACY_NAME, 3.0, PI); //Brujita 8.3 //if(g_iShow){ //Brujita 8.3 if(g_iShow && no_sensor()){ //Brujita 8.3 string offsets = ""; integer i=0; for(i=0;i<g_iOffset;i++){ offsets+=" \n"; } llSetLinkPrimitiveParams(g_iTextPrim, [PRIM_TEXT, g_sTitle+offsets, g_vColor, 1]); }else llSetLinkPrimitiveParams(g_iTextPrim, [PRIM_TEXT, "", ZERO_VECTOR, 0]); }
  16. is there any script that when you wear two things on ur avi like for example two cubes and you want one cube to be invisible and one visible and whenever you click on it it switches making the other visible and the visible one invisible ? like switch between them whenever you click on it
  17. A simple little function I whipped up to aid in debugging. To use, you would call Bail = Assume() before and/or after another function that manipulates data to test to see if the data going in or out is what you expect it to be. If not, Bail becomes set to 0 and a simple if statement with llSetScriptState(llGetScriptName(),FALSE); llSleep(0.1); will stop the script. As you can probably tell, I wrote this using the Firestorm Preprocessor, since I plan to use it frequently in debugging my scripts. I'll hop back on here later and leave a more conventional copy/paste version for people who prefer not to use the Preprocessor. EDIT: Updated code to include Quistess Alpha's recommendations, as well as a new call counter to aid in finding which exact call of Assume(); in your script caused a bail. Additionally, added some very basic example codes. /*Assume and Bail Goal: Create functions and macros to enable easier debugging # Released under MIT License Copyright (c) 2023 Abel Skaeren(Jabadahut50.Resident) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef DEBUG #define DEBUG #endif //DEBUG #ifdef DEBUG #ifndef ASSUMEANDBAIL #define ASSUMEANDBAIL integer Bail;//Global variable for bailing integer AssumeCalls = 0; integer Assume(list input, list test){//test to make sure the input is what you are expecting it to be. integer i; //for the loops ++AssumeCalls; //for tracking which assume call triggered the Bail. list TYPES = ["invalid","integer","float","key","string","vector","rotation"];//Thank you to Quistess Alpha's reccomendation for simplifying the testing using this. //test first to make sure there lengths are the same if(input != test){ llOwnerSay("ERROR| Func: Assume Call " + (string)AssumeCalls + ", Input and Test lists not the same length, Bailing!"); return 0; }else{ //test to make sure the inputs share types for(i = 0; i <= llGetListLength(input); ++i){ if(llGetListEntryType(input, i) != llGetListEntryType(test, i)){ llOwnerSay("ERROR| Func: Assume Call " + (string)AssumeCalls + ", Input[" + (string)i + "] did not match type to Test[" + (string)i + "]"); llOwnerSay("ERROR| Func: Assume Call " + (string)AssumeCalls + ", Input[" + (string)i + "] was " + llList2String(TYPES,llGetListEntryType(input, i)) + "."); llOwnerSay("ERROR| Func: Assume Call " + (string)AssumeCalls + ", expected " + (string)TYPES[llGetListEntryType(test, i)] + ". Bailing!"); return 0; } } //finally, test to make sure the input actually matches for(i = 0; i<= llGetListLength(input); ++i){ if((string)input[i] != (string)test[i]){ llOwnerSay("ERROR| Func: Assume Call " + (string)AssumeCalls + ", Input[" + (string)i + "]: " + (string)input[i] + " did not match Test[" + (string)i + "]: " + (string)test[i] + ". Bailing!"); return 0; } } } llOwnerSay("Succes| Func: Assume Call " + (string)AssumeCalls + ", Complete. " + llList2CSV(input) + " matched test. Proceeding."); return 1; } #endif //ASSUMEANDBAIL #endif //DEBUG default{ state_entry(){ llOwnerSay("click to test"); } touch(integer num_detected){ //will pass as written Bail = Assume([1,2.5,"Wohoo"],[1,2.5,"Wohoo"]); if(Bail == FALSE){ llSetScriptState(llGetScriptName(), FALSE); llSleep(0.1); } //will fail due to Element[3] not matching Bail = Assume([1,2.5,"woohoo"],[1,2.5,"wohoo"]); if(Bail == FALSE){ llSetScriptState(llGetScriptName(), FALSE); llSleep(0.1); } // will fail for different list lengths Bail = Assume([1,2.5],[1,2.5,"wohoo"]); if(Bail == FALSE){ llSetScriptState(llGetScriptName(), FALSE); llSleep(0.1); } //will fail for Element[1] bieng different types Bail = Assume([1,2.5,"Wohoo"],[1.0,2.5,"Wohoo"]); if(Bail== FALSE){ llSetScriptState(llGetScriptName(), FALSE); llSleep(0.1); } } }
  18. Any ideas on how to make an animated tattoo (You can check out "This is wrong" store, they create such) ? It can't be an applier, it should be an object obviously, but I have no idea how it should be scripted.
  19. Hello everyone, I have a question about my car door script. The door is not opening properly as it rotates 90 degrees and its pivot point or hinge is in the middle. I tried adjusting the x-axis of the vector open_position variable, but it seems to adjust its position first and then perform the rotation.. Please see the video here. Could someone please suggest a solution to fix the pivot/hinge and other issues? Any advice or tips would be greatly appreciated. Thank you in advance for your help. // config vector close_position = <-0.570, 0.190, 1.865>; rotation close_rotation = <0.0, 0.90, 0.0, -1.0>; vector open_position = <-0.770, 0.190, 1.865>; rotation open_rotation = <0.00, 0.00, 0.00, 0.00>; key close_sound = "876d3492-b8b8-7745-f5ae-dc5176ec6105"; key open_sound = "9a076511-9aa8-f50d-e34c-1396a07a66a9"; key lock_sound = "37e8d62e-ba8a-3faf-49cc-7cb9267686da"; key unlock_sound = "37e8d62e-ba8a-3faf-49cc-7cb9267686da"; key chime_sound = "b2aa9559-4e32-8321-09f8-86572fd5bc00"; float close_volume = 1.0; float open_volume = 1.0; float lock_volume = 0.5; float unlock_volume = 0.5; float chime_volume = 0.5; integer channel = 0; integer auto_close = 0; float movement_time = 1.0; integer preload_sounds = FALSE; integer sit_check = FALSE; list whitelist = [""]; string link_name = ""; vector link_close_position = <0.00000, 0.00000, 0.00000>; rotation link_close_rotation = <0.00000, 0.00000, 0.00000, 0.00000>; vector link_open_position = <0.00000, 0.00000, 0.00000>; rotation link_open_rotation = <0.00000, 0.00000, 0.00000, 0.00000>; // integer close_open; integer handle; integer link; vector link_time_position; rotation link_time_rotation; integer locked; integer sitting; float time; vector time_position; rotation time_rotation; // http://wiki.secondlife.com/wiki/Interpolation/Linear/Vector vector vLin(vector x, vector y, float t){ return x*(1-t) + y*t; } // http://wiki.secondlife.com/wiki/Slerp rotation slerp( rotation a, rotation b, float t ) { return llAxisAngle2Rot( llRot2Axis(b /= a), t * llRot2Angle(b)) * a; } close_or_open() { if(llGetLinkNumber() < 2) return; if(llGetLocalPos() != close_position) { llStopSound(); llResetTime(); while(llGetTime() < movement_time) { time = llGetTime() / movement_time; time_position = vLin(open_position, close_position, time); time_rotation = slerp(open_rotation, close_rotation, time); if(link != 0) { link_time_position = vLin(link_open_position, link_close_position, time); link_time_rotation = slerp(link_open_rotation, link_close_rotation, time); } llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_POS_LOCAL, time_position, PRIM_ROT_LOCAL, time_rotation]); if(link != 0) llSetLinkPrimitiveParamsFast(link, [PRIM_POS_LOCAL, link_time_position, PRIM_ROT_LOCAL, link_time_rotation]); } llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_POS_LOCAL, close_position, PRIM_ROT_LOCAL, close_rotation]); if(link != 0) llSetLinkPrimitiveParamsFast(link, [PRIM_POS_LOCAL, link_close_position, PRIM_ROT_LOCAL, link_close_rotation]); if(close_sound != "") llTriggerSound(close_sound, close_volume); } else { if(open_sound != "") llTriggerSound(open_sound, open_volume); llResetTime(); while(llGetTime() < movement_time) { time = llGetTime() / movement_time; time_position = vLin(close_position, open_position, time); time_rotation = slerp(close_rotation, open_rotation, time); if(link != 0) { link_time_position = vLin(link_close_position, link_open_position, time); link_time_rotation = slerp(link_close_rotation, link_open_rotation, time); } llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_POS_LOCAL, time_position, PRIM_ROT_LOCAL, time_rotation]); if(link != 0) llSetLinkPrimitiveParamsFast(link, [PRIM_POS_LOCAL, link_time_position, PRIM_ROT_LOCAL, link_time_rotation]); } llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_POS_LOCAL, open_position, PRIM_ROT_LOCAL, open_rotation]); if(link != 0) llSetLinkPrimitiveParamsFast(link, [PRIM_POS_LOCAL, link_open_position, PRIM_ROT_LOCAL, link_open_rotation]); if(auto_close != 0) llSetTimerEvent(auto_close); if(chime_sound != "") llLoopSound(chime_sound, chime_volume); } } find_link() { integer prims = llGetNumberOfPrims(); integer index; while(prims--) { string name = llGetLinkName(index); if(name == link_name) link = index; index++; } } default { state_entry() { llSetMemoryLimit(llGetUsedMemory() + 1024); handle = llListen(channel, "", llGetOwner(), ""); find_link(); if(preload_sounds == TRUE) { if(close_sound != "") llPreloadSound(close_sound); if(open_sound != "") llPreloadSound(open_sound); if(lock_sound != "") llPreloadSound(lock_sound); if(unlock_sound != "") llPreloadSound(unlock_sound); if(chime_sound != "") llPreloadSound(chime_sound); } } on_rez(integer start_param) { llResetScript(); } touch_start(integer total_number) { key id = llDetectedKey(0); string name = llGetUsername(id); if(id == llGetOwner()) { close_or_open(); return; } if(locked == FALSE) close_or_open(); else if(locked == TRUE) { integer find = llListFindList(whitelist, [name]); if(find != -1) close_or_open(); } } timer() { llSetTimerEvent(0.0); if(llGetLocalPos() != close_position) close_or_open(); } listen(integer channel, string name, key id, string message) { if(sit_check == TRUE) if(sitting == FALSE) return; message = llToLower(message); if(message == "close") if(llGetLocalPos() != close_position) close_or_open(); if(message == "open") if(llGetLocalPos() != open_position) close_or_open(); if(message == "unlock") { locked = FALSE; llTriggerSound(unlock_sound, unlock_volume); } if(message == "lock") { locked = TRUE; llTriggerSound(lock_sound, lock_volume); } } changed(integer change) { if(change & CHANGED_LINK) { find_link(); key av = llAvatarOnLinkSitTarget(LINK_ROOT); if(av == llGetOwner()) if(av) sitting = TRUE; else sitting = FALSE; } } }
  20. Hello, I've been having this kind of problem for some time, whenever I create a HUD and I need to make a relatively small button, this bug occurs. I create the button, play the texture, until then everything works, however when I take the hud from my screen to the inventory and add it again, the small button never loads, it takes a right click under the HUD to load the button, does anyone know how to solve this?
  21. Hello, I am in need of a scripter to setup a simple menu button dialogue that gives different items when that items button is pressed. mostly URLs, some landmarks and inventory items. the urls will ultimately have a "go to page" that is clickable. ASAP. Message me inworld to discuss price and time you can do this. Thank you
  22. A small company with dreams needs your help in developing some of their products! Stretch your artistic wings, and show us what you can do. We pay for good work and time. Please message me inworld with a couple or one of the best jobs you’ve done! thank you! Guineverah please leave a NC as I do lose IM’s
  23. Hello, I'm making a script to remove item inventory on specific date, but say "syntax error" and cannot resolve it. I'm beginner for scripts. Please. Thank you! // Delete inventory object on date default { state_entry() { llSetTimerEvent(0.1); } timer() { if(llGetDate() == "2023-03-09") llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, 0)); llSetText("Sorry, You must wait next month to take the gift", <0,1,0>, 1.0); else llSetText("", <0,1,0>, 1.0); llSetTimerEvent(3600.0); // check every hour. } }
  24. Hello, I need a scripter to make a script where a user earns a point every X seconds while sitting on and object. These scores would then be saved into a notecard format that can be displayed on a scoreboard. The points should be cumulative (i.e. if someone earns 10 points, leaves, then comes back later and earns 10 more points their score would be 20). I would also like for it to have a system where everyday at a specific time all players lose X% of their points. If interested contact Setzer483 inworld. Edit: Job has been taken
  25. hello, im looking for a scripter to do a script for my mesh heads please text me iw or leave a notecard my in world is: headda
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