Looking for a Object rez script capable of targeting users.
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Floyd Gilmour
Registered User
Join date: 5 Jul 2006
Posts: 149
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10-22-2006 08:24
I am working on my newest product and I need a simple item rez script, one that will rez a specified object under a user. For example if I said Spike Phillip Linden, it would rez a Spike object under Phillip Linden.
Can anyone help?
I have a basic rez script, but not one capable of this.
I will be willing to pay upto 250l to anyone who helps.
IM me in world.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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10-22-2006 10:07
Wow. 250L$ to make a greifing script. I'll get right on that.
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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10-22-2006 10:27
Obvious griefing implications aside, it could be used for some kind of game or combat system that Floyd is trying to make a product for, so I'll give him the benefit of the doubt but I'm just going to outline what's needed. You'll need to call a sensor sweep ( llSensor(...) ) when the command is given. Since you're specifying by an avatar's entire name you can use that in the sensor parameters so that it will only return that user. Alternatively, you could just give it part of a name (ex: "Senu" for "Senuka Harbinger"  and have a general sensor sweep of the area; you would then create a list of all the names found, and search for the particular substring of the name that was partially given. Once you have someone pinged in a sensor, just use llDetectedPos(n) within the sensor event to get their position, where 'n' is the nth avatar sensed that fit your search criteria. If you're only sensing by their entire name, n will always be 0. If you're doing a partial name search, n will vary from 0 to 15. You will also need to do some minor list searches/manipulation to figure out what n is if you're doing a partial name search in your sensor. It will also be a good idea to have a check in case there are multiple people who's partial name you are given is returned. I personally would do this in a menu. If for some reason the person you're searching for is not found the no_sensor event will be fired- most likely due to a typo on the users part. Once you have their position, use llRezObject(...) to rez the object at their detected position, with an appropriate off-set and rotation. [edit] *Note, it's been my finding that fast repeating sensors are the number 1 contributor of sim lag. For your application, a single scan using llSensor will work just fine.
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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10-22-2006 11:11
From: Senuka Harbinger Once you have their position, use llRezObject(...) to rez the object at their detected position, with an appropriate off-set and rotation. Since there's limit to rezz range, it'd probably require some sort of delivery agent that travels close enough to the target, too...
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Floyd Gilmour
Registered User
Join date: 5 Jul 2006
Posts: 149
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10-22-2006 12:15
I assure you that this is not for griefing purposes, I am looking for a script like this for a product I am making related to Naruto RP, I have been working on some Jutsu's (Skills, Techniques and Abilities) but without an aiming system the current Jutsu's are not very effective.
None of what anyone has posted has made much sense to me, My scripting is terrible and every script I write ends up a syntax error.
I payed 250l for a script like this, however its complicated and can not be easily edited for rezzing other prims.
If anyone thinks they could do this for me let me know, I still have another 200l ready to spend.
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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10-22-2006 13:05
From: Joannah Cramer Since there's limit to rezz range, it'd probably require some sort of delivery agent that travels close enough to the target, too... ah, true. in that case I'd pass the target's key to a seeker phantom invisiprim via randomly generated channel (passed on through the on_rez(integer channel) event), and then have the seeker object rez the wanted object on the target before killing itself.
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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10-22-2006 13:10
From: Senuka Harbinger ah, true. in that case I'd pass the target's key to a seeker phantom invisiprim via randomly generated channel (passed on through the on_rez(integer channel) event), and then have the seeker object rez the wanted object on the target before killing itself. Honestly, why not have the seeker be the object itslef? Rez invisible, chug its way to the target, position and rotate, and become visible. llSetLinkAlpha() is wonderful stuff  . Come to that, with WarpPos you can skip the chuggin'!
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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10-22-2006 14:18
I'd suggest using the warp script to get around the movement problem. Its good for well in excess of the 96m sensor limit and is pretty instantaneous.
As for targetting the poofie script I've previously posted contains the essence of what you need. Feel free to hack it about.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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10-22-2006 14:41
From: Jillian Callahan Honestly, why not have the seeker be the object itslef? I'd figure it can be easier to expand the system with new items to rezz if there's single agent able to deliver any object handed to it, than by having to modify each new item by placing script(s) inside etc especially if these items use transparency for some prims/faces themselves. Either approach should work, though ^^;
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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10-23-2006 00:23
From: Joannah Cramer I'd figure it can be easier to expand the system with new items to rezz if there's single agent able to deliver any object handed to it, than by having to modify each new item by placing script(s) inside etc especially if these items use transparency for some prims/faces themselves. Either approach should work, though ^^; yep. I have a single homing device that I made for 3 different combat sims; it's smart enough to know which combat sim I'm using and then rez/transmit data accordingly. this also makes it much easier for me to organize my arsenal based on weapon type, and not have to worry about categorizing by sim type as well.
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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From a recievers perspective.
10-23-2006 02:22
I passed through a sandpit yesterday. A message box asked me if I would like to be animated, I said no. Some time later, I pressed the Alt key to find an invisible ball attatched below my pelvis. I could not remove it or find who owned it or where it came from. I logged out. I didn't like that.
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SCOPE Homes, Bangu -----------------------------------------------------------------
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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10-23-2006 04:45
From: Kornscope Komachi I passed through a sandpit yesterday. A message box asked me if I would like to be animated, I said no. Some time later, I pressed the Alt key to find an invisible ball attatched below my pelvis. I could not remove it or find who owned it or where it came from. I logged out. I didn't like that. Sounds like a follower rather than an attachement. It gets your key and then rezzes an object that performsa moveto continuiously. Only way I know to loose them is to tp. You will find that they have added items from more than one person to it to obscure the owner.
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Floyd Gilmour
Registered User
Join date: 5 Jul 2006
Posts: 149
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10-23-2006 09:01
I made a product to force prim followers to leave you, it pushes them far away, *nods*.
I dont need this for griefing purposes, its just for a Naruto RP product.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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10-23-2006 10:10
From: Floyd Gilmour I made a product to force prim followers to leave you, it pushes them far away, *nods*. This will only work for physical followers i think, can't push prim which moves around using non-physical movement (warpPos and such) ^^;;
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