Getting rid of hover text?
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Nimue Jewell
Unabashedly Leggy
Join date: 20 Mar 2007
Posts: 1,745
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12-21-2007 21:31
I just bought a lovely set of slow dance poseballs from bits and bobs. I wanted to set them in a little garden I am building, but forgot about the hovertext. The poseballs themselves are mod so I can make the colors blend in, but the hover text seems to be set within the no mod scripts. I have other poseballs that read the hover text info from a notecard so the scripts can be no mod, but the user can still adjust the hover text. Is there anyway to override the hover text in this case? Full strength hover text doesn't really blend into the garden and as this is a small place there is no need to have each set labeled so loudly.
Thanks for any ideas. I once had a creator willing to make me a different version of an item without the hovertext, but I hate to bother the bits and bobs folks. (The dance is lovely btw....slow dance 7. They do amazing work there.)
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Rhaorth Antonelli
Registered User
Join date: 15 Apr 2006
Posts: 7,425
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12-21-2007 21:35
I thought bits and bobs was via a notecard for the hover text
if you need to just make a new set of balls and pull out the animations from that one and input into yours with your own script
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Arua Rotaru
Registered User
Join date: 28 Jun 2007
Posts: 390
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12-21-2007 21:36
i know in some sets there is a config notecard that you can go in and change what the text says if it has that you may be able to blank it out completely
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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12-21-2007 21:42
I don't know if this will work but you might try dropping a script in with a line that says
llSetText( "", <1,1,1>, 0 );
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Nimue Jewell
Unabashedly Leggy
Join date: 20 Mar 2007
Posts: 1,745
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12-21-2007 21:53
From: SuezanneC Baskerville I don't know if this will work but you might try dropping a script in with a line that says
llSetText( "", <1,1,1>, 0 ); This worked! Thanks so much for the help everyone!
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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12-21-2007 23:37
I fear the floaty text may come back when you and your partner get on and off the poseballs - many ball sets with floaty text turn it off at the same time the balls become invisible, then turn it back on when the balls appear again.
If that turns out to be the case, try this:
default { state_entry() { } changed(integer change) { if (change & CHANGED_LINK) { llSleep(1); // wait a second to let the poseball script do its thing llSetText( "", <1,1,1>, 0 ); // turn the text back off regardless } } }
This will keep turning the text off every time you get on or off the balls, in case the script keeps making it come back.
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Rock Ryder
Registered User
Join date: 6 Oct 2006
Posts: 384
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12-22-2007 15:49
Sometimes the text for the Hover text is taken from a notecard, but there are other ways it is done. It can be taken from the prim name, description field, or the name of the animation.
Note the Hover text and compare it with either:
a) the prim name b) the prim description c) the name of the animation inside the contents of the prim (often this is NOT non-mod whereas the script IS non-mod)
If any of these match try changing them.
Rock
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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12-22-2007 16:43
Most B&B Pose Ball sets have a notecard named "Pose ball - CONFIGURATION", which allows you to set the text for the pose ball, and the text in the pie menu.
In a more general case, when you place a hover text script in a prim, and later remove that script, the text remains attached to the prim. You have to drop in a fresh hover text script, that tells it to display one blank space, to remove it. Then you can remove the script again.
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