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Can you SHOUT in gesture creation?

msw Tomorrow
Registered User
Join date: 19 Sep 2007
Posts: 23
04-11-2008 12:50
Hello,

I am creating a gesture that displays "chat" and it all works great but what I want to be able to do is use a channel in the process and SHOUT....

example:

chat: Hello all
chat: Time for fireworks!!
chat: /166 start all

It's the last line.... I need to be able to shout the command in order for the fireworks to hear me.... I won't be standing in hearing distance...

Thank you

msw
Isablan Neva
Mystic
Join date: 27 Nov 2004
Posts: 2,907
04-11-2008 14:02
Please, God, let the answer be "no."
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
04-11-2008 14:19
AFAIK it's not actually possible to shout in gestures, and possibly for the best, given how gestures are most often used. However, what you need is a simple script--if your fireworks aren't fussy about listening only to their owner. (If they *are*--and I can think of good "fireworks safety" reasons why they might be--then I think you have no choice but to shout that line "manually" by typing it into chat and pressing Control-Enter instead of just Enter, or changing the little pulldown widget to "Shout" instead of "Say";).

If they're not fussy fireworks, one might just have the gesture chat normally to the channel and use a relay script, perhaps in an attachment, something like this:
CODE

integer FW_CHANNEL = -166;
default
{
state_entry()
{
llListen(FW_CHANNEL, "", llGetOwner(), "");
}
listen(integer channel, string name, key id, string message)
{
llShout(FW_CHANNEL, message);
}
}
Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
04-11-2008 14:20
You can place a mimic prim between you and the fireworks that can behave like a repeater for your chat. It can use llListen on one channel, llShout on another to get the message across to your setup. (^_^)

Making gestures that shout??? .... Ick! (>_<;)
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