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2 Left Feet?

Mitzpatrick Fitzsimmons
Neurotican Mage
Join date: 20 Sep 2004
Posts: 62
03-16-2006 15:40
Ok... this is kind of a joke, BUT...

CODE

integer attachment_point;
integer left_foot = 7; // The correct attachment point is the left foot

CheckFootwear()
{
attachment_point = llGetAttached(); // The current attachment point
if(attachment_point != left_foot)
{
llSetTimerEvent(10);
}
}

default
{
state_entry()
{
CheckFootwear();
}

timer()
{
llOwnerSay("Your Left Shoe is not on your Left Foot!");
}
}


Something I had not considered using in a script until recently, this could be used to make sure your objects are in fact attached to the correct attachment point desired.

Obviously, SL remembers this for us, but what about user overriding?... this could prevent that, and maybe newbies wouldnt walk around with boxes on their heads for so long. ;)
_____________________
:rolleyes: I dont know it all...just enough to be "Dangerous!"
Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
Discussion Thread
03-17-2006 11:47
/54/de/94270/1.html
_____________________
i've got nothing. ;)