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Wendy Han
Registered User
Join date: 14 Jul 2006
Posts: 16
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04-29-2009 16:01
Hi
I had posted the other day in another thread about finding or creating an ave counter script. And had a lot of helpful ideas and a some people sent a couple of scripts.
I have put one in my shop door way in the entrance mat, it shows the number of visitors and the date, in floating text. Is this visible to everyone?.
I have changed the script to say False so it doesnt show but I then have no idea of how many avatars have passed over it.
Also I seem to have to take it and rez it in a sand box... right from adding the script to everytime I change to or from show/hide. Is this right?
It seems quite a long script although seems to work perectly apart from the above conundrum. Does this have any affect of laggyness?
I am not very techi...in the scripting sense but sort of get the concept
many thanks for any help/light shed on this
Wendy
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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04-29-2009 16:45
It sounds as if you found one that is much more complicated than the ones we suggested, neither of which had hover text in them. To answer at least one question, though .... yes, if you can see hover text, so can everyone else. If that's the only way for you to get the count you want, though, it sounds awkward to me. Why not use one of the scripts you asked for? As far as rezzing is concerned.... I don't know why you are rezzing in a sandbox instead of in your shop. There's no obvious reason why you should have to do that, unless you don't have permission to build in your own shop, which seems unlikely. How are you getting it from the sandbox to the shop?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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04-29-2009 19:59
there is no way to make floating text only visible to you, you can however perhaps have it change the text to visible only when you touch it, and then back after another touch or after a timer.
as Roliq said there should be no reason that you script has to be rezzed in a sandbox before the changes show, presuming that you are making the changes to the script and not a notecard read by the script (in which case just reset the script). if you are making the changes to a script in inventory then dropping it in your object, it could be that you have to set it to running (or just reset the script), or that you have two competing scripts in your object (make sure you delete the old one if you have more than one)
can't guess how laggy the script is without seeing it. though it seems like a simple thing, so I can't imagine it'd need to be long. if you have estate priveledges you can look for it in 'top scripts' to check.
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Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
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04-30-2009 10:19
The reason you have to rez your counter again before the changes take effect is that llSetText changes the prim, not the script. In other words, floating text above a prim is part of the prim itself, just like Hollow, Path Cut, etc. The same goes for llParticleSystem and llTargetOmega. You can clear the text by inserting this script into a prim: From: someone default { state_entry() { llSetText("", <0.0, 0.0, 0.0>, 0.0); // Clears the floating text llRemoveInventory(llGetScriptName()); // Deletes the script... We don't need it anymore.  } } I Hope this helps.
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Wendy Han
Registered User
Join date: 14 Jul 2006
Posts: 16
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05-02-2009 13:16
thank you yes!... will try the scripts you sent...I think I am begining to understand.. will get there!
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