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  1. I would like the community's opinion on this subject to see if it's a worthwhile project to pursue. For a while now, I've been thinking about creating a program that lets you write LSL scripts in another programming language, such as Python, or Java. With such a thing, you could introduce new abstractions to LSL like classes, dictionaries, switch statements, and shortcuts for tedious code. However, there's a lot of differences between these languages, so there would be some inescapable oddities like requiring typecasts on list items. I'm confident that I would be able to create this tool by myself, but I would like to know what other people think of such an idea. Which source language would people prefer to use for writing LSL scripts? Thanks for your time!
  2. A script that links a profile link of the owner's name in local chat when whispering/speaking/shouting. EXAMPLE: secondlife:///app/agent/9bb35653-4ea2-41bb-bdc9-5bb51050f143/about : Hello, how are you? Welcome.
  3. Hello, new to scipting here. I have this hud that rezzes a spell on the ground with a simple animation. In example: 1. Avatar attaches hud 2. Clicks hud 3. Places(rezzes) a spell on the floor with squating down animation. IT WORKS PERFECTLY FOR ME and other can see me do it.. the issue is when I send to others to test out. This happens.. Script error - Script trying to trigger animations but PERMISSION_TRIGGER_ANIMATION permission not set. This is the code rotation relativeRot = <0.0, -0.0, -0.5 , -0.5>; float floor_distance; //global used for determining individual avatar height default { state_entry() { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS); } touch_start(integer n) { //calculate for individual avatar size vector size = llGetAgentSize(llGetOwner()); floor_distance = size.z / 2; string Object= llGetInventoryName(INVENTORY_OBJECT,0); rotation myRot = llGetRot(); //position is where it rezzes (left,right,height) vector position = llGetPos() + (<2, 0.0, -floor_distance> * myRot); //rotation is how the prims rotation is set relative to avi & rezzer ? rotation rezRot = relativeRot * myRot; llStartAnimation ( "spell" ); llRezObject(Object, position, ZERO_VECTOR, rezRot, 0); llSleep(3.0); llStopAnimation ( "spell" ); } } Any suggestion? I have permissions set, animations work for me just fine, but not for others. I did try to add a llResetScript(); but I'm clearly missing something because that didn't work. Maybe I put in the wrong section
  4. ☻ Welcome to Focus Point High ☻ Focus Point High School is hiring for several positions including teaching, coaching, administrative and more! We are looking for dedicated and friendly individuals who love immersive RP and would like to new ideas and skills to Focus Point High and it's students. Applicants are encouraged to choose (or create) any subject, sport or club that interests them. You may choose any from the following list or make up your own. * Be sure that you check with our faculty what classes are available, currently offered classes will not be hired for . * Business/Marketing Graphic Design Blogging Music Production Glee Club Literature Poetry Health Physical Education Culinary Arts Babysitter's Club Interior Design Gardening Home Economics Wood or Metal Shop Foreign Language Music Theory Anime Club World Music Gaming Club Astronomy Biology Cooking Club Oceanography General Science DJ Club Criminal Justice Anthropology Modern World Studies Psychology Sociology Scripting Photography Art History Auto Mechanics Cosmetology Drivers Education American Football Soccer Tennis Volleyball Boxing MMA Equestrian Club Building ► If interested please message : Ṃŕṩ Çђaяìşмa βΔΜβΔŦĦΔ (hotskorpion.charisma) OR ღ Pʋddιɲ ℒ. Çђaяìşмa βΔΜβΔŦĦΔ ღ (puddinpoppin) In-world Campus : Focus Point High School Campus Our website : www.focuspointhigh.com We look forward to hearing from you and don't forget to tell your friends!
  5. I'm experimenting with storing data off-world using free resources and right now I'm trying out making pastes in pastebin. When I try make a new paste I get this error in http_response: The pastebin api at https://pastebin.com/doc_api says that data must be sent as UTF-8 so I've set MIMETYPE and ACCEPT to "text/plain;charset=utf-8" but still getting the error. Can anyone figure how to get past this error? // Script created by Gayngel of The Script Yard. // Follow the numbered steps in this script to set up and understand how this script works.. // Step 1: string api_key = ""; //To make a paste to pastebin you must have a pastebin account. Once you have created a pastebin account go to the pastebin api to retrieve you unique api key. The pastebin api is at https://pastebin.com/doc_api. You can also click the api button at the top of the website on pastebin.com to go to the api. Look for the section that shows your unique api key like in this screenshot https://i.imgur.com/Q1ul8Th.png. For example if your unique pi key is c46e0524312gbgh103bedh1aba2zj1l3 then the line in this script should be: string api_key = "c46e0524312gbgh103bedh1aba2zj1l3"; // N.B: Do NOT ever give out your api key to anyone!!! If you intend to sell this script in your object make the script no mod as no one should ever see your api key. If someone accesses your api key they can create spam pastes on your account and/or delete your pastes. It is probably best not to sell this in an object because each copy of the object will create a new paste on your account. You can only have a limited amount of unlisted/private pastes on a free pastebin account. // Step 2: string privacy = "2"; // Set the privacy of the paste your are going to make. // Set this 0 if you want the paste to be public for everyone to see on pastebin. // Set this to 1 if you want the paste to be public on pastebin but unlisted. // Set this to 2 if you want the paste to be private so only you can see it on pastebin. // Step 3: string paste_lang = ""; // If the text you are pasting is a programming/scripting language you can set this as the language key to make the paste highlight the program's syntax. For exmple if you want your paste to highlight in LSL the line in this script should look like this: string paste_lang = "lsl2"; //You can see a list of all highlighting keys on the pastebin api https://i.imgur.com/K5caEju.png // Leave this blank if the text you want to paste is not a program/script string paste_url = ""; //The url you get returned from pastebin when you make a paste. Leave this blank on first creating the paste. Once you get the URL to the created paste the script will tell you the URL to it. You can then copy and paste the URL to this line. string paste_message; // The message you want to send as a paste. You will set/write this in an event or function. integer coins; // a variable you can paste to and get from your paste. Number of coins collected. integer lives; // another variable you can paste to and get from your paste. Number of lives you have. integer goombahs; // another variable you can paste to and get from your paste. Number of goombahs you squashed. integer koopas; // another variable you can paste to and get from your paste. Number of koopa shell you kicked. key owner; key req; default { state_entry() { owner = llGetOwner(); } touch_end(integer num) { ++ coins; // increment coins ++lives; // increment lives; ++goombahs; // increment goombahs; ++koopas; // increment koopas; //Step 4 //Write the data you want to send as a paste paste_message = "message=Itsa you Mario! You have " + (string)lives + "lives left. You collected " + (string)coins + "coins. Your princess is in another castle\ngoombahs="+(string)goombahs+"\nkoopas="+(string)koopas; if(paste_url == "") // This will create the new paste. Since you haven't made a paste before the paste_url is blank. So a new paste will be created and return a url to the paste. { // curl_setopt($ch, CURLOPT_POSTFIELDS, 'api_option=paste&api_user_key='.$api_user_key.'&api_paste_private='.$api_paste_private.'&api_paste_name='.$api_paste_name.'&api_paste_expire_date='.$api_paste_expire_date.'&api_paste_format='.$api_paste_format.'&api_dev_key='.$api_dev_key.'&api_paste_code='.$api_paste_code.''); req = llHTTPRequest("https://pastebin.com/api/api_post.php?api_option=paste&api_dev_key="+llEscapeURL(api_key)+"&api_paste_private="+llEscapeURL(privacy)+"&api_paste_name="+llEscapeURL("test_lsl")+"&api_paste_code="+llEscapeURL(paste_message),[HTTP_MIMETYPE,"text/plain;charset=utf-8",HTTP_METHOD,"POST",HTTP_EXTENDED_ERROR,TRUE, HTTP_ACCEPT, "text/plain;charset=utf-8"],"Ping"); } else // This will update the paste. Since a paste was created there is a URL to it. Delete the paste and create a new one. { } } http_request(key reqID, string method, string body ) { llOwnerSay("REQUEST: " + body); } http_response(key reqID, integer status, list metadata, string body) { llOwnerSay("RESPONSE:" +body + " STATUS:" + (string)status + "METADATA: " + llList2CSV(metadata)); } }
  6. Me and my wife are looking for some help with scripting. We are looking for a script that we can be drop inside a prim giving that prim the ability to be dealt damage once hit/touched. Example: An avatar holding a baseball bat that can give physical damage to a prim. Once prim is hit, the prim is disappears.
  7. First off, forgive me, because I'm a beginner who barely knows what I'm doing, as far is scripting is concerned. For all I know, the answer to this is probably very simple and is staring me right in the face... I found an old, free script in my inventory, 'Multiple Sound Fragments Player", and tried to mod it into a hybrid with a "Sound & Text on Touch" script. The goal was to have a prim attachment play 4 sound files (rather than the usual 2), in a certain order, when touched. This version of the script does this, but unfortunately loops both the sound and the chat text indefinitely. I want to have it play all this stuff just once, whenever the prim is touched, with no automatic repeats. The other drawback is that there is a considerable time delay (6+ seconds) prior to the first sound clip playing and between the subsequent the sound clips. I've tried setting the llSetTimerEvent to lower numbers than 10, but it didn't seem to make any difference.
  8. I'm looking for a basic to intermediate understanding of how movement in SL works, and what affects it. My current understanding is that it is done by a physics engine, and that movement is the result of forces. Is this correct? I presume pressing a key on the keyboard generates forces, but I have no idea how the standardized maximum velocities of walking and running avatars arise from this process - what exactly happens when you press a key that makes your avatar move, and why is the standard voluntary walking speed a constant 3.2 m/s? If there was a constant force on an avatar, it would accelerate indefinitely, which would be unphysical, and is not what actually happens. I know movement enhancers exist, they seem to use llSetForce and llApplyImpulse commands. And llPushObject can move avatars. Collisions with objects (physical and nonphysical) can also affect movement. Is there anything else that affects movement? On a related note, assuming some of the above is correct, where are the calculations performed? What calculations are done by the client, and what calculations are done by the host? And what mechanism synchronizes the position of the avatar in the client and the position of the avatar in the host? I'm pretty sure the two get out of synch, this results in a "rubberbanding" effect, I've seen in world, but I'm puzzled about the details.
  9. Hi all I have something to stump you all. I have a seat working in my static model that allows me to pose sits on a ball that is part of the armature of the model and moves with the model. I thought that as I was linked and placed as offset from this when the model moved in animesh i would move relative to the ball that is controlled my animesh . This doesn't happen instead I am placed at the location the seat was at before animesh is switched on . in my seat ball I have groups mNeck, mCollarLeft, mCollarRight and mChest asisgned to link and vectors. Here with stationary seat Here with Animated Mesh turned on This is were seat ends up presumably showing armature is not working ? I presume I am missing some scripting that repositions my seat when movement occurs or the armature is not working on the seat which is linked in blender to bones vertex in spine. Is this linked thing a problem in animesh ? What do I need to achieve this not the resit but the detection we have moved by animesh and how this works in principle. is there a trigger to check movement and to do this or an event ? The fire ball also does the same thing as a separate link in blender with bone vector groups assigned mHead. Why dont these item move with mesh model as they appear to be offset to original position of stationary object when the animation is switched on how do we get round this please is it a scripting issue or a mesh issue with armature? kisses Denise
  10. I really want to detect if a sitter on an object presses the ESC key to reset the camera, but of course that is not possible. The next best thing is to get the camera pos/rot and compare to the desired pos/rot. I defined a camera rot/pos using llSetCameraEyeOffset and llSetCameraAtOffset so when the ESC key is pressed the camera snaps to my defined pos/rot. I want to be able to get the camera pos/rot from when an avatar is sitting on the object and see if the camera is say <2,3,1> and at 90 degrees both pos&rot relative to the object. Using a timer I want to compare if the camera is at the desired pos/rot but llGetCameraPos and llGetCameraRot use region co-ordinates while llSetCameraEyeOffset and llSetCameraAtOffset use local co-ordinates. Is there a way to get local pos from a region pos or vice versa so I can compare? The script would looksomething like: vector cam_pos; roatation sitRot; default { state_entry() { llSitTarget(<0.3,0.0,0.2>,ZERO_ROTATION); sitRot = llAxisAngle2Rot(<0.0, 0.0, 90.0>, 0.0 * DEG_TO_RAD); cam_pos = <2, 0, 1> * sitRot; llSetCameraEyeOffset(<0.05, 0.1, 1.5> * sitRot); llSetCameraAtOffset(cam_pos); } changed(integer change) { if(change & CHANGED_LINK) { if(llAvatarOnSitTarget() != NULL_KEY) llRequestPermissions(llAvatarOnSitTarget() PERMISSION_TRACK_CAMERA); else lSetTimerEvent(0.0); } } run_time_permissions(integer perm) { if(perm & PERMISSION_TRACK_CAMERA) { llSetTimerEvent(0.0); llSetTimerEvent(1.0); } } timer() { vector avi_pos = llGetCameraPos(); if(cam_pos == avi_pos) // this is what I need to compare. How can I compare a region pos to a local pos? { // do stuff } } }
  11. I have a Doll Key with 11 scripts within it, and one of these scripts calls: queryLandmarkData = llRequestInventoryData(landmark); ...where landmark equals "Home" in the standard case. queryLandmarkData is verified to not be NULL_KEY, but the dataserver event never fires: dataserver(key queryID, string queryData) { if (queryID == queryLandmarkData) { rlvTeleport(queryData); llSetTimerEvent(0.0); queryLandmarkData = NULL_KEY; } } (The function rlvTeleport takes queryData, generates the appropriate global position setting, and generates an RLV call to teleport.) Through the use of multiple debug statements it can be determined that the dataserver event never fires for the llRequestInventoryData() call. It does however respond to other dataserver events that happen in other scripts, including processing notecard lines and getting region data and username data. Is it possible that dataserver events in this script get throttled? I can find zero reason for llRequestInventoryData to work and then for data server to fail. There's no documentation in the llRequestInventoryData wiki page or in the dataserver wiki page that explains such a scenario. I'm using Firestorm to compile, along with full usage of all of Firestorm's compile-time enhancements. I also have the code in a git repository. I searched for the possibility that dataserver events were getting throttled or stopped outright due to too many all at once - but I can't find that documented anywhere if it is the case. Help?
  12. Hello, I am wanting to start a BeYou Eatery, but I am running into a problem. Now I am not sure where I should have put this question so sorry if it is in the wrong page or something. I hope there is someone out there that could possibly help me with this so I can continue on with my idea. Anyways, I want to be able to sell the food to customers who come in even when I am not online, but I want it to where they must buy before getting it, but I don't know a way to do so. Now I did think of the idea of boxing up food, but I would like that for to-go foods if at all possible. If there is a way to do this I would really appreciate the help, but I will take other ideas as well! I want to get a move on my project and open. Thank you in advance.
  13. Ive been scripting a lift within a linkset as a child prim and I have the lift itself working where it goes up and down. Im wondering how I should go about having the agent(avatar) sitting on the linkset to move with the lift (child prim). I know I could make my own animation that simply has an offset when it plays but that is just some kinda hack or go around the problem. I know its possible dont know how exactly. Ive looked and asked around and there isn't anything to move an agent like it would be for a child prim so it require more scripting to accomplished this. Not asking people to make a script for me but I guess some tips on how to go about it if thats how I should say that. XD Thank you for your help.
  14. Hello there LSL people, I have a basic grenade I am trying to make that detect any active or agents in the area and then shoots a message to them. but I've run into a bit of a problem. the sensor works just fine, but it only detects and sends the mssage to the first thing it sense, not all of the things it scans in range of the sensor. I think I have to use list2key or something like that but I'm not quite sure, would someone be able to shed of light on what I'm doing wrong? here is the very simple script. list explode = ["ex1","ex2","ex3","ex4"]; default { on_rez(integer vIntFound) { llTriggerSound(llList2String(llListRandomize(explode,1),0),1.0); llSleep(.2); llSensorRepeat( "", "", ACTIVE | AGENT, 10, PI,1); } sensor( integer vIntFound ) { integer index = 0; llOwnerSay("Index: "+(string)index); key id2 = llDetectedKey(index); llOwnerSay("id: "+(string)id2); //llOwnerSay((string)vIntFound); key id = llDetectedKey(0); integer vIntCounter = 0; vector pos = llDetectedPos(0); float dist = llVecDist(pos, llGetPos() ); if (dist < 10) llRegionSayTo(id,-943, "PlasmaG"); llDie(); } no_sensor() { llDie(); } }
  15. Hello Lovelies, I have recently purchased/been gifted some full permission food/drink items off of the marketplace. I'm wanting to script them with Xeolife and other scripts. I'm not sure which Xeolife affiliate scripts and/or other marketplace scripts to buy to accomplish what I want the items to do. Such as: 1. An avatar can click the food item to buy and recieve 1 slice/drink that will attach to the avatar. 2. Not inventory based. 3. Item will dissapear after it is empty/eaten. 4. One use and cannot be reset. (Going for realistic) 5. Need base item/giver to be rezzable and able to set permissions for access. (Owner, anyone, group, etc.) Thank you so much to anyone who can help me, recommend scripts, or point me in the right direction! ❤
  16. Hello, If you are looking for someone to do: - Graphical design, - LSL scripting, - Web development, Please feel free to contact me inworld. Skills: ________________ Graphical design: Full branding design, logos, flyers, banners, event posters, hud designs Web development: - CMS websites - Lightweight, one page websites - Fully custom web applications - Back end system, for LSL - Online database LSL: 9 years of experience; Huds, Systems, Weapons, Magic, Effects, Simple scripts Stack: -Java, angular JS, JS, PHP, LSL, Spring boot, Spring, Oracle, Mysql
  17. Hello, If you are looking for someone to do: - Graphical design, - LSL scripting, - Web development, Please feel free to contact me inworld. Skills: ________________ Graphical design: Full branding design, logos, flyers, banners, event posters, hud designs Web development: - CMS websites - Lightweight, one page websites - Fully custom web applications - Back end system, for LSL - Online database LSL: 9 years of experience; Huds, Systems, Weapons, Magic, Effects, Simple scripts Stack: -Java, angular JS, JS, PHP, LSL, Spring boot, Spring, Oracle, Mysql
  18. Hi. I'm not a scripter. Just trying to edit and combine some codes from open sources. Basically what I'm trying to achieve is when the object is touched, a dialog will appear and when certain option / answer is clicked the Map Destination opens. I did not get any error message when I saved the script but the "llMapDestination" command is seemingly being ignored in the "if" clause. When I tried it with "llSay", it worked just fine. My scripting skills is very basic and limited to editing only so I definitely must be missing something. * This one worked * integer gListener; default { touch_start(integer total_number) { llListenRemove(gListener); key user = llDetectedKey(0); gListener = llListen(-99, "", user, ""); llDialog(user, "\nDo you want to use the World Map?", ["Yes", "No" ] , -99); llSetTimerEvent(60.0); } listen(integer chan, string name, key id, string msg) { if (msg == "Yes") { llSay(0, "It worked!"); } llSetTimerEvent(0.1); } timer() { llListenRemove(gListener); llSetTimerEvent(0.0); } } ----------------------------------------------------- * This one didn't work, no error but world map doesn't open * integer gListener; default { touch_start(integer total_number) { llListenRemove(gListener); key user = llDetectedKey(0); gListener = llListen(-99, "", user, ""); llDialog(user, "\nDo you want to use the World Map?", ["Yes", "No" ] , -99); llSetTimerEvent(60.0); } listen(integer chan, string name, key id, string msg) { if (msg == "Yes") { llMapDestination("Perlanera", <248.0, 146.0, 3694.0>, ZERO_VECTOR); } llSetTimerEvent(0.1); } timer() { llListenRemove(gListener); llSetTimerEvent(0.0); } }
  19. I'm trying to make a very basic clothing HUD the operates very similarly to an omega applier. A single button that will send texture map, normal map, specular map, and glossiness. I'm using llRegionSayto() to send the UUIDs from the HUD over to the clothing. I'm using llSetLinkPrimitiveParamsFast to set the maps to the clothing. the only problem I'm having right now is being able to set a value for glossiness in the HUD script that will then send over too the clothing script. Any help is greatly appreciated. Reciever Script HUD Script
  20. Hi, I've been using to try make a trolly to rezz and push, that can have one seated passenger. The vehicle script in the SL freebie Bus to Nowhere with explanations that has helped. I managed to tweak it to get the animated avatar in the right place, and to slow it down to walking pace. I also took out the engine sounds. For the passenger, I added a prim with an embedded sit pose. Linking everything seems to work. (Also probably good to mention the the freebie bus I mentioned contains another script to deal with region crossings.) Can someone help me adding to the script so that the avatar who pushes the trolly has a different animation when standing still. I already made both animations, and the walking one (or if it were a vehicle, the driver anim) works already. This is the script so far. I'm certain there's a way more elegant way to do it all, but I'm a total dummy at this and trying to learn Thanks! ----------------------------------------------- //Basic Motorcycle Script // // by Cory // commented by Ben //The new vehicle action allows us to make any physical object in Second Life a vehicle. This script is a good example of a // very basic vehicle that is done very well. integer loopsnd = 0; default { //There are several things that we need to do to define vehicle, and how the user interacts with it. It makes sense to // do this right away, in state_entry. state_entry() { //We can change the text in the pie menu to more accurately reflecet the situation. The default text is "Sit" but in // some instances we want you to know you can drive or ride a vehicle by sitting on it. The llSetSitText function will // do this. llSetSitText("Ride me!"); //Since you want this to be ridden, we need to make sure that the avatar "rides" it in a acceptable position // and the camera allows the driver to see what is going on. // //llSitTarget is a new function that lets us define how an avatar will orient itself when sitting. // The vector is the offset that your avatar's center will be from the parent object's center. The // rotation is bassed off the positive x axis of the parent. For this motorcycle, we need you to sit in a way // that looks right with the motorcycle sit animation, so we have your avatar sit slightly offset from the seat. llSitTarget(<-1.43, 0.045, 0.015>, ZERO_ROTATION); llSetCameraEyeOffset(<-9.0, -0.00, 4.0>); llSetCameraAtOffset(<3.0, 0.0, 2.0>); llSetVehicleFlags(-1); llSetVehicleType(VEHICLE_TYPE_CAR); llSetVehicleFlags(VEHICLE_FLAG_NO_FLY_UP | VEHICLE_FLAG_LIMIT_ROLL_ONLY); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.80); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 0.3); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.2); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.3); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.1); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1000.0, 2.0, 1000.0>); llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <10.0, 10.0, 1000.0>); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.90); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.90); llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 0.05); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 0.1); } changed(integer change) { if (change & CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if (agent) { if (agent != llGetOwner()) { llSay(0, "Sorryyy but nice try! :D"); llUnSit(agent); llPushObject(agent, <0,0,20>, ZERO_VECTOR, FALSE); } else { llSetStatus(STATUS_PHYSICS, TRUE); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS ); } } else { llSetStatus(STATUS_PHYSICS, FALSE); llReleaseControls(); llStopAnimation("sit"); } } } run_time_permissions(integer perm) { if (perm) { llStopAnimation("sit"); llStartAnimation("grannyWalkNew3"); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE); } } control(key id, integer level, integer edge) { vector angular_motor; if (level & edge & CONTROL_FWD) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <2,0,0>); } else if ((edge & CONTROL_FWD) && ((level & CONTROL_FWD) == FALSE)) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,0,0>); loopsnd = 0; } else if (level & CONTROL_FWD) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <2,0,0>); } if(level & CONTROL_BACK) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <-2,0,0>); } if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT)) { angular_motor.x += 100; angular_motor.z -= 100; } if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT)) { angular_motor.x -= 100; angular_motor.z += 100; } if(level & (CONTROL_UP)) { angular_motor.y -= 50; } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } }
  21. im trying to make a menu for name tags, i have the alphabet in textures so 29 textures in all. this ornignaly was a 22 holding script that i tried to add a menu too, but hasnt really gone to plan. could anyone asist me in where im going wrong here? i thought adding another list and following the flow of the script would result in another menu added. i may be missing something ovious here so please excuse me if i have! when i try to click my modded script it tells me this; [18:51] Object [script:menu_textute_change] Script run-time error [18:51] Stack-Heap Collision heres my modded script list MENU1 = []; list MENU2 = []; list MENU3 = []; integer lisn; integer MENU_CHANNEL = 1230; // opens menu channel and displays dialog Dialog(key id, list menu) { llListenRemove(lisn); lisn = llListen(MENU_CHANNEL, "", NULL_KEY, ""); llDialog(id, "Select one object below: ", menu, MENU_CHANNEL); } default { on_rez(integer num) { llResetScript(); } listen(integer channel, string name, key id, string message) { if (channel == MENU_CHANNEL) { llListenRemove(lisn); if (message == ">>") { Dialog(id, MENU1); } else if (message == ">>") { Dialog(id, MENU2); } else if (message == "<<") { Dialog(id, MENU3); } else if (message == "<<") { llSetTexture(message, ALL_SIDES); // display the texture from menu selection } } } touch_start(integer total_number) { integer i = 0; MENU1 = []; MENU2 = []; MENU3 = []; // count the textures in the prim to see if we need pages integer c = llGetInventoryNumber(INVENTORY_TEXTURE); if (c <= 12) { for (; i < c; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); } else { for (; i < 11; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); for (; 12 <22; ++i) MENU2 += llGetInventoryName(INVENTORY_TEXTURE, i); MENU2 += ">>"; MENU3 += "<<"; if(c > 34) c = 34; for (; i < c; ++i) MENU3 += llGetInventoryName(INVENTORY_TEXTURE, i); MENU2 += ">>"; MENU3 += "<<"; } // display the dialog Dialog(llDetectedKey(0), MENU1); } } heres the oringinal list MENU1 = []; list MENU2 = []; list MENU3 = []; integer lisn; integer MENU_CHANNEL = 1230; // opens menu channel and displays dialog Dialog(key id, list menu) { llListenRemove(lisn); lisn = llListen(MENU_CHANNEL, "", NULL_KEY, ""); llDialog(id, "Select one object below: ", menu, MENU_CHANNEL); } default { on_rez(integer num) { llResetScript(); } listen(integer channel, string name, key id, string message) { if (channel == MENU_CHANNEL) { llListenRemove(lisn); if (message == ">>") { Dialog(id, MENU2); } else if (message == ">>") { Dialog(id, MENU1); } else if (message == "<<") { Dialog(id, MENU1); } else { llSetTexture(message, ALL_SIDES); // display the texture from menu selection } } } touch_start(integer total_number) { integer i = 0; MENU1 = []; MENU2 = []; MENU3 = []; // count the textures in the prim to see if we need pages integer c = llGetInventoryNumber(INVENTORY_TEXTURE); if (c <= 12) { for (; i < c; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); } else { for (; i < 11; ++i) MENU1 += llGetInventoryName(INVENTORY_TEXTURE, i); if(c > 22) c = 22; for (; i < c; ++i) MENU2 += llGetInventoryName(INVENTORY_TEXTURE, i); MENU1 += ">>"; MENU2 += ">>"; for (; i < c; ++i) MENU2 += llGetInventoryName(INVENTORY_TEXTURE, i); MENU1 += ">>"; MENU2 += ">>"; } // display the dialog Dialog(llDetectedKey(0), MENU1); } } thanks in advance anyone who helps!
  22. Hello guys! I'm trying to write a script but it seems I'm way way too rusty and cannot even remember the basics right now and I would like to ask help to someone more experienced than me. What I'm trying to do (with no success) is a scritp that makes an object clickable and that, once clicked, gives you a menu with 3 choices, randomly picked from a list (I was trying to link a notecard with the list of options to it) and state the one you picked in local chat. Any clue about how I could do that? :D thanks!
  23. So I was alt tabbed, playing some games with SL on in the background. Then suddenly I heard that sound when a sim's about to restart, so I try to go teleport to another sim, but then I get logged off anyways. And I log back on to find that my AO isn't working, and I can't click anything on my hud, or on any of the clickables on my avatar. I've tried resetting scripts, I've tried clearing inventory and normal cache, I've tried teleporting to another sim, I've tried flying at least 100 meters up, I've tried switching avatars back and fourth, All of which to no avail. I did find that scripts I haven't been wearing at the time did work. I'm at my wit's end. I don't want to replace everything that's been affected by this. My viewer is Firestorm-Releasex64 5.1.7.55786. Edit: Problem solved! Scroll down to the very bottom.
  24. Hello there. I am looking for some sort of in-world employment, as the title suggests. Willing to do basically anything, as long as it pays, and accepts newer players and furry avatars. I have some skill in scripting, as well.
  25. Hello! Im a professional scripter with years of experience that offers a unique scripting service for second life, almost everything can be scripted or modified. Vehicles, breedables, RP systems, gambling, clothing , visuals, HUDs, tools, weapons, etc... Also PHP/SQL for external http server communication with databases. I always finished the projects and communicated with the client in a nice way, if you need a reference of happy clients, just let me know! Contact me inworld with your request : Hao Zaytsev ( by notecard if possible ) Please do not reply this message or contact me throught the forum, better inworld! Cheers!
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