New attach point. CAMERA
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LordJason Kiesler
imperfection inventor.
Join date: 30 May 2004
Posts: 215
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01-22-2005 13:42
Wouldnt it be great to attach something to the camera? Of corse This would not be a greifing problem because to attach something eather you hafto do it. Or in LSL terms you hafto give it permission. And If someone did decide to make a big prim block your view. you could Just easly detach it via the invatory. Or even right clicking on it and selecting detach.
But on to the PRO's.
Menus!! We have No way at all to make prims that you can see but someone else cant. Take cards for instance. Also, simple controlls for games Like darklife come to mind would greatly be improved by a onscreen controll system. The controlls would Never get lost or be unaccasable because there attached to your view.
Hows about adding some better LSL functions for the camera? PERMISSIONS_CAMERA
llSetView(key target, key Kpos, vector pos, vector look_at, float fov);
Sets Camera for tasks owner, pointing at target or look_at if target is NULL_KEY, placing the camera at Kpos or if NULL_KEY set to pos, and setting Field of View to fov. And If a Key is used. say a prim.. If the prim moves so does the view. "that works when its called, not the sit thing"
Then of course an equal llReleaseCamera. or llCameraESC
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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01-22-2005 14:17
I've already posted thoughts similar to this. I'm glad you mirror them. My suggestion was simple, but unfortunately, due to the way SL seems to be coded, might be a touch hard to implement. As I know it, the camera of an avatar is controlled at the client side, not the server, so no data is (as of yet) sent about a client's camera to the server, I believe. So, to do something with this effect, you would either risk having your object render on the client side, alone (which I would be all for), or force data to be sent on camera positions to the server and risk the lag that may or may not cause. That said, if any implementation to move the camera out of the client side were made, I would be all for llDetectedCamera() and a sensor constant, CAMERA, to prevent snoopers near my builds. But then, I'd also love to have something buzz around as my camera object. 
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Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
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01-22-2005 15:29
That's funny I was talking with Crash about this a few hours ago if we could make a HUD for darklife. We already figured it would be possible in a limited way in mouse look  we're going to experiment a little with it, but it would be great if more support from LL was made for this kind of stuff  Post it again in the feature request forum 
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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01-22-2005 17:58
Damn, I was just thinking about something like this a few hours ago.
That said, I think that LL MIGHT be working on a way for users to alter the UI on their own.
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Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
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01-23-2005 07:49
From: Mark Busch That's funny I was talking with Crash about this a few hours ago if we could make a HUD for darklife. We already figured it would be possible in a limited way in mouse look  we're going to experiment a little with it, but it would be great if more support from LL was made for this kind of stuff  Post it again in the feature request forum  I'm curious about what you have planned for the HUD for darklife. I've been thinking about a HUD for the Sun Realm Online game I'm working on. Best I could come up with so far involves a one-sided flat prim (invisible from the other side). But being able to attach things to the camera would be even better. Neko
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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01-23-2005 23:30
what a good idea ^_^ please add LL. But add a function so that attachments can only be seen by the owner (kings new cloths).
llHideAttachmentFromOthers(integer flag); where flag = TRUE or FALSE this function would work on any attachment and would not show it to all other avatars.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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LordJason Kiesler
imperfection inventor.
Join date: 30 May 2004
Posts: 215
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02-11-2005 02:43
From: someone As I know it, the camera of an avatar is controlled at the client side, not the server, so no data is (as of yet) sent about a client's camera to the server, Debug > Character > Show Look At It knows the camera pos. Rotation and FOV im not sure, But the camera position is definetly transmitted in all the network gibberish.
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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02-12-2005 17:50
From: LordJason Kiesler Debug > Character > Show Look At That's not the camera position; it's the point an av turns to look at when the user moves the mouse cursor. There's no way to determine the camera's position from that.
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Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
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02-12-2005 18:21
From: someone llHideAttachmentFromOthers(integer flag); where flag = TRUE or FALSE this function would work on any attachment and would not show it to all other avatars. cool idea but why not make it a llSetStatus flag and make it apply to any prims or linksets that have it set for them so it's more generic than just attachments?
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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02-12-2005 22:33
prims in an object all share the same status flags. llSetLinkAlpha And we *don't* need invisible prims. Least not in that way.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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