Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Scripter Needed to Help with Women of Darkwood Cave Project

Zana Feaver
Arkie
Join date: 17 Jul 2003
Posts: 396
12-09-2003 08:17
Many of you probably don't know about the Darkwood Cave -- a few weeks ago, Yuki Sunshine and I combined our scattered brains to share a little plot of land in Darkwood and add to the atmosphere of the sim by building a cave. There's no exact theme behind the cave except a little bit of an homage to the woman warrior in us all -- it's meant as a little bit of pagan wildness in the otherwise neat and tidy sim :).

If you haven't seen it, drop by Darkwood 72,74 or thereabouts and take a look. It's a big build, with lots of "natural" detail -- but there's one problem now that it's built -- what do we *do* with it?

I have an idea: I want to create a "dynamic" visiting experience in the cave by including various cave-like objects that are changeable so that visitng the cave will mean a different experience every time I get it in my head to put something new in. However, in light of the constantly shifting and ever increasing prim load in Darkwood, I do not want to take more than our fair share of the prim count.

Therefore, I'm looking for a scripter to join our project that can create a script that could be placed inside a small object that would sense a visitor and then rez a larger, more detailed object when someone got within a few meters of the rez object. I understand these scripts exist but I don't know their level of difficulty, nor much else about scripting :).

Here's what we would need:
1. Above script that is modifiable/copyable by the Women of Darkwood Cave group -- we should be able to share the script between the members of the group for the purposes described above (small group, only 4 members right now).

2. Scripter should be willing to teach me how to mod the script in the most basic sense -- i.e. if I need to fix the placement of something, etc.

3. Someone who is patient and willing to answer questions after the initial objects are placed.

I'm in the process of building these objects currently and will have an inventory of them in a few days. Right now, I have one of the major objects built and I'm planning the rest.

I'm willing to pay a fair price for this work -- or to work out a trade with the scripter.

Please IM me in game if you're interested :).

Zana Feaver, Officer
Women of Darkwood Cave
_____________________
Zana's Dressmakers' Shops: Medieval, Fantasy, Gorean, and period clothing for men & women. Great little party dresses and lingerie. Home of the Ganja Fairy.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
12-09-2003 08:50
//Check every X seconds if anyone is within an R meter range, and if so, rez object O, if not, tell any existing object to die on channel C

integer C=12345;
string O="object name";
//There should be an object by that name in the rezzor's inventory
integer X=5;
integer R=96;
//96 is the maximum possible range

default
{

state_entry()
{
llSensorRepeat("", llGetOwner(), AGENT, R ,TWO_PI, X );
}

sensor(integer total)
{
llRezObject(O, llGetPos(),ZERO_VECTOR,ZERO_ROTATION,0);
}

no_sensor()
{
llShout(C,"die";);
}

}

-----------------------------------

//Your rezzed object should contain a listener that will make it die upon hearing the die command issued by its rezzor

integer C=12345;

default
{

state_entry
{
llListen(C,"","","die";);
}

listen(integer c, string n, key k, string m)
{
if (m=="die";) llDie();
}

}
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
12-09-2003 12:32
I can help you out with this.

We can use the rezing script in the Alternative Scripting Library in the scripting forums. It just needs the module that actually does the rezing added to it; and a Die() method adding to the Slave modules.

You can also check with Oneironaut Escher who has I think something that will do what you're looking for.

Azelda Garcia