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Discussion: 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. ;)
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
Original Thread
03-17-2006 11:47
/15/15/94064/1.html
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i've got nothing. ;)
Hugsy Penguin
Sky Junkie
Join date: 20 Jun 2005
Posts: 851
03-17-2006 14:09
Neat little script. :)

Question: Why the timer? Why not say right away that it's on the wrong foot?

HP
Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
03-19-2006 05:00
I thought of something very similar. I have objects that could be used in either hand for instance, so it'll check which hand its in and reposition itself correctly. Why more people haven't thought of this is beyond me.
Corporal Candour
Registered User
Join date: 3 Sep 2005
Posts: 38
03-19-2006 16:30
"Your left shoe is on your left foot!"

XD...this is a great idea...I just wish it could fix the problem of other objects being detached when you originally wear the object on that specific point...
Mitzpatrick Fitzsimmons
Neurotican Mage
Join date: 20 Sep 2004
Posts: 62
04-10-2006 21:16
From: Hugsy Penguin
Neat little script. :)

Question: Why the timer? Why not say right away that it's on the wrong foot?

HP



Just to be "more" irritating...you could leave the timer out and just state your "nag" once it triggers as you mentioned, or perhaps use a llDialog() to the owner... however you choose to notify is really your decision...you could even use this for other 'error-checking' rules you define.

-Mitz
_____________________
:rolleyes: I dont know it all...just enough to be "Dangerous!"
Mitzpatrick Fitzsimmons
Neurotican Mage
Join date: 20 Sep 2004
Posts: 62
04-10-2006 21:22
From: Corporal Candour
"Your left shoe is on your left foot!"

XD...this is a great idea...I just wish it could fix the problem of other objects being detached when you originally wear the object on that specific point...



If you mean wearing 2 different attachments on the same attachment point at the same time, that is not exactly possible....unless...

Say you scripted to do like this:
DetachCurrentAttachment, Link2AnotherCurrentlyUnAttachedAttachment, and then AttachNewlyLinkedAttachment to your desired attachment point...but thats just silly (lol).

Either way..Thanks for enjoying the script :)

-Mitz
_____________________
:rolleyes: I dont know it all...just enough to be "Dangerous!"