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Lily Winger
Registered User
Join date: 1 Apr 2006
Posts: 27
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04-27-2006 20:43
Looking for a script
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Hi guys I know nothing of script writeing hence I'll put this question to you.
#1 Is it possible to write a script that would have the object it is set in ( recognize )
a particular Texture when said object passes over it,and make a { audible sound }
It would also be important that it could see that tex, while placed under
several othere Tex's.
#2 Is there any one willing to write, and install said script in my object.
I'd pay in L$ or real dollars.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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04-27-2006 21:37
Scripts cannot read the textures on other prims.
_____________________
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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Champie Jack
Registered User
Join date: 6 Dec 2003
Posts: 1,156
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04-27-2006 22:20
From: Lily Winger Looking for a script -------------------------------------------------------------------------------- Hi guys I know nothing of script writeing hence I'll put this question to you. #1 Is it possible to write a script that would have the object it is set in ( recognize ) a particular Texture when said object passes over it,and make a { audible sound } It would also be important that it could see that tex, while placed under several othere Tex's. #2 Is there any one willing to write, and install said script in my object. I'd pay in L$ or real dollars. It may be helpful if you could describe in more detail what you are trying to accomplish. While strife is technically correct that a script cannot directly recognize a texture on another primitive, that doesn't mean that what you want to do isn't possible 
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Lily Winger
Registered User
Join date: 1 Apr 2006
Posts: 27
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A littel more Info,,, 
04-28-2006 09:26
Ok , maby I should have been a littel more pacific about my needs. I want to build a Metal Detector .To use on my land to find objects that I have made and placed under the ground level. i-e { ===== <--- a simple object, with one texture file } top ground level' ======= < same. ========= < same . $$$$$$ < a simple object ,with tex file name. metal gold .. It would then give a audio signal when it reads the word Metal in the file name of the Texture on said object. " metal gold,, metal silver" If any of this is possible , maby some day farther down the road, we can get it to count how meny texture files are place over it. { i-e } giveing me a depth of the metal object. I know like I'm really stupid about things like this.But I'm intelligent enough to know. That to do this I'd have to have a script that could read the texture file names for the object covered with Texture file mame { metal gold } Well that about it,,, any takers.... 
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Leonard Churchill
Just a Horse
Join date: 19 Oct 2005
Posts: 59
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04-28-2006 09:59
Hi Lily,
With your additional information, what you're after is doable in a slightly different way. As Strife correctly points out, it is not possible to scan for textures by name. However, you can scan for an object, so just name your object the same as your texture.
You'd use a llSensorRepeat command and narrow the scan range/field. Your detector could be worn on the hand, scripted to have the user set the type of "treasure" you're looking for (so if they scan for 'gold' and they go over 'silver' it won't beep). Optionally, you could create a hierarchy of the treasure types and program the detector to seek by groups or like-types (i.e, all metal, all organic).
A neat idea to share with you: The detector could play your sound with increasing loudness the closer you get to the item, as well as show you how far away it is (but that may not be as fun). You could also use different scan sounds for the different treasures.
I'm sure there are many who would think this fun and will be willing to write it; I know I would.
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"Give me a fish and I eat for a day. Teach me to fish and I eat for a lifetime." - Chinese Proverb Always check the Wiki and/or Script Library
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Champie Jack
Registered User
Join date: 6 Dec 2003
Posts: 1,156
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04-28-2006 13:00
I've thought about something like this in the past, and I've considered using a database (list) of the "treasure" info. In other words, you could create a list of treasure type, size, depth, position. Your "treasure detector" can simply perform comparisons of your current position and detector settings and return a result (no beep or "getting closer" beep, etc.) The comparison would be resource intensive (I assume) so the script performance would have to be considered a part of the mechanics of the treasure hunt (you can't just swing the detector around and expect immediate results..you must move slowly and allow the detector to return good results). Just an idea...it could eliminate the need for prims and textures as well as sensors... By using this method, the whole grid including private islands would be open to exploration, as long as you create the data of where on the grid treasure is hiding. This also eliminates the possibility of folks using the debug tools to reveal prims hiding in the ground, etc. Jst a brainstorm...if you think this sounds good, we can talk more. IM me in game or post in this thread if anyone wants to talk about such an idea.
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