Search found 1273 matches

by Graham Mills
Sun May 14, 2023 2:26 pm
Forum: Kitely Market
Topic: UNFINDABLE ERROR
Replies: 21
Views: 25110

Re: UNFINDABLE ERROR

Apologies if I'm stating the obvious here but is there any chance link number 45 has been made transparent, made very small or is obscured by another prim? Once saved, the following script will move it up by 2 m and chat its UUID and dimensions. Try using Ctrl+Alt+t to make it visible in case it's a...
by Graham Mills
Sat May 13, 2023 8:03 pm
Forum: Kitely Market
Topic: UNFINDABLE ERROR
Replies: 21
Views: 25110

Re: UNFINDABLE ERROR

Can confirm that the script posted earlier works with a linkset of 173 plywood cubes -- you need to touch the linkset to activate the script which needs to be in the root prim. It colours prim link number 45 as identified in the build dialog with Edit linked selected.
by Graham Mills
Sat May 13, 2023 5:23 pm
Forum: Kitely Market
Topic: UNFINDABLE ERROR
Replies: 21
Views: 25110

Re: UNFINDABLE ERROR

The following should highlight prim #45 in red although I would use a copy rather than the original object. integer PRIM_TO_HIGHLIGHT = 45; default { touch_start(integer total_number) { llSay(0, "Iterating through prims of linkset and highlighting prim number " + (string)PRIM_TO_HIGHLIGHT); integer ...
by Graham Mills
Wed May 10, 2023 4:50 pm
Forum: General Content Creation
Topic: New content for the Opensim Library
Replies: 7
Views: 4393

Re: New content for the Opensim Library

Thanks for this. I'd add stone, e.g. ashlar, and paving to your list. Oh yes, I forgot pavers. I suppose a simple four square stone tiles one is the most relevant. Stone textures would be part of the terrain set, right? This is getting tricky already. We could easily fill up the library with hundre...
by Graham Mills
Wed May 10, 2023 10:55 am
Forum: General Content Creation
Topic: New content for the Opensim Library
Replies: 7
Views: 4393

Re: New content for the Opensim Library

Thanks for this. I'd add stone, e.g. ashlar, and paving to your list.
by Graham Mills
Thu Apr 20, 2023 1:52 pm
Forum: Scripting
Topic: Poseballs in sync?
Replies: 15
Views: 7220

Re: Poseballs in sync?

Found a pair of line dance scripts (Adelle Fitzgerald CC-BY-SA 3.0 unported) in my inventory and have shared them with you. Hope they work OK.
by Graham Mills
Wed Apr 19, 2023 9:58 pm
Forum: Scripting
Topic: Poseballs in sync?
Replies: 15
Views: 7220

Re: Poseballs in sync?

I suspect we're hitting the limits of what ai scripting can achieve without human debugging intervention. However, phind does explain how the script is supposed to work and follow-up questions can be asked. Apologies if this hasn't been helpful in this case but I think it's an interesting avenue non...
by Graham Mills
Wed Apr 19, 2023 7:34 pm
Forum: Scripting
Topic: Poseballs in sync?
Replies: 15
Views: 7220

Re: Poseballs in sync?

poseball2 as below is simply a reference to the integer link number.

llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_LINK_TARGET, poseball2]);

Could you otherwise use something like PMAC? https://github.com/uriesk/pmac
by Graham Mills
Wed Apr 19, 2023 7:14 pm
Forum: Scripting
Topic: Poseballs in sync?
Replies: 15
Views: 7220

Re: Poseballs in sync?

A slightly more complex query to get round a couple of issues. Again, no idea whether it works but it phind.com does at least provide its reasoning and sources. write a script in lsl for opensim that triggers an animation in two linked poseballs and then synchronises them. Check that the avatars giv...
by Graham Mills
Wed Apr 19, 2023 10:43 am
Forum: Scripting
Topic: Poseballs in sync?
Replies: 15
Views: 7220

Re: Poseballs in sync?

Via phind.com (no time to check it). Re-query to see linked resources. write a script in lsl for opensim that triggers an animation in two linked poseballs and then synchronises them // Define the animation name string ANIM_NAME = "my_animation"; // Define the channel number for the animation intege...