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Shadow Poindexter
Registered User
Join date: 4 Feb 2006
Posts: 11
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03-10-2006 18:30
Ive been pllaying SL for a few weeks or so and have been getting not too bad at building things and texturing, but my lack of scripting is stoping a few of my projects and Id like to sell my items with full functionality. Though I like the idea of keeping everything customizable.
Anyway, Im familar with programing and things and the structure is nothing new to me. I just cant seem to figure out how to control some commands and I often cant find the command Im looking for.
If I could get a few tips and possibly some examples on how to use a command it would help alot. I'll make free ingame Tshirts or something for ya guys as thanks, (that way I get a little advertising done too xD)
Also Ive looked around the Wiki and read a few things here and there but I could really use a point in the right direction. Oh and I really wanna program these myself, so please just hints, tips and examples.
Heres a list of projects Im working on and would like to script.
Skateboard: Need movement controls and avatar animation, or possibley animation control replacing so the board could be attached and just used for walking and jumping about in a cooler way.
OutRun 2019 car: Mostly just need to make sitting and movement scripts. The car may be over the prim limit once Im done, but I plan to make a minimum prim version too. Whats the limit for car movement scripts anyways?
Shooting board game: I want to make something where a gun isnt needed but could be used. Something where someone can just click on a board and it'll spin around and stop at a certain spot or possibly just hang there. I plan to make differnt games out of it, but I wanna try a simple click->change to hit texture->spin->reset or even click->spin to other side->reset and spin back. I also want to try and make a little shooting gallery game with a gun attached to it and a small saloon scene with sliding targets that clange and slide back as the next one slides into place. Ofcourse this would use a timer, but Im wondering if its possible to force the player's screen to go into mouselook mode and move down into the game case for a first person view. (maybe a little movinf figure to follow the player's aim if it isnt too laggy.) Oh and possibly have a HUD attachable score and time display. (I think I could handle getting the timers to animate with textures once I learn to mess with textures and timers, but getting the objects to move into a good place depending on the screen size Im a bit lost on. Plus if the counters are attachable, anyway to make it only copy them to the HUD? Or do I have to make te player take a copy first and manualy attach them?
Other ideas are to make a simple mailing system to send Notecards from one box to another jsut cuase its possible. Plus Id like to try making a Toy machine despencer aswell so I can put the same into the shooting gallery game. Get poeple to pay 1L$ a game and when they hit the high score it'll give em a gunman figure and an ad + discount on the home version. Oh and particles and stuff I need to work on too. Id like my Vic Viper model to have a few Options float behind it as it flys about randomly or something. Im thinking about making it multi functional on command to make it a toy plane/laser gun/rocket pack/pet follower thing/um, some other random thing.
Also anyone know of a good way to get an object to slowly fade from a darker color to a lighter and back? I know its possible by timing it and setting each color one by one in the script, but is there a smoother way to do it?
Thanks for any help, free Tshirt and possibly skateboard once Im finished with it for those who want one. (btw, still trying to think up a logo for my little business, so the tshirt might be awhile xD, though I can do requests too)
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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03-10-2006 23:46
From: Shadow Poindexter Skateboard: Need movement controls and avatar animation, or possibley animation control replacing so the board could be attached and just used for walking and jumping about in a cooler way. Since you've found the wiki already - llTakeControls() and llStartAnimation() and llStopAnimation() are your friends. You'll need a side helping of llGetPermissions() too. From: someone OutRun 2019 car: Mostly just need to make sitting and movement scripts. The car may be over the prim limit once Im done, but I plan to make a minimum prim version too. Whats the limit for car movement scripts anyways? I'd suggest hunting scripting library or Yadni's for a vehicle script and hacking it rather than building it from scratch. Others may disagree, but vehicle scripts are a bit of a minefield to most of us. 31 prims (each attached av counts as 1 prim too) is the limit for making a vehicle physical and moving. Jesrad Seraph does a great non-physical movement script - that's 255 prims, the linking limit. She also does a multi-move for things that are too big (size or prims I guess) to link into one. Left the rest for someone else, lack of caffeine in the early morning it dulling my brain! Must go find coffee
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Shadow Poindexter
Registered User
Join date: 4 Feb 2006
Posts: 11
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03-12-2006 23:24
From: Eloise Pasteur Since you've found the wiki already - llTakeControls() and llStartAnimation() and llStopAnimation() are your friends. You'll need a side helping of llGetPermissions() too.
I'd suggest hunting scripting library or Yadni's for a vehicle script and hacking it rather than building it from scratch. Others may disagree, but vehicle scripts are a bit of a minefield to most of us. 31 prims (each attached av counts as 1 prim too) is the limit for making a vehicle physical and moving. Jesrad Seraph does a great non-physical movement script - that's 255 prims, the linking limit. She also does a multi-move for things that are too big (size or prims I guess) to link into one.
Left the rest for someone else, lack of caffeine in the early morning it dulling my brain! Must go find coffee Thanks for the info, helps alot. I'll have to look out for this non-physical movement script. I should really try to use textures to refine my objects more, but I like to use tons of prims xD Ya, gotta focus on textures xD I really wanna try to make everything on my own, but I'll take a look for this vehicle script for study. Thanks alot, but now I need to learn how to make the animations for objects >.> I'll read up on the wiki once I have more time though. Now em, making a game machine that costs 1L and spits out prizes should be reletivly simple shouldnt it? Just a matter of taking money before continueing the script or jumping to another, then just giving an item when the high score varible is toped. Though Id need to ave the score be saved in a notecard and to find the command to detect whos playing.
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Static Sprocket
Registered User
Join date: 10 Feb 2006
Posts: 157
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03-13-2006 00:24
From: Shadow Poindexter Though Id need to ave the score be saved in a notecard and to find the command to detect whos playing. Saddly you can't save to notecards. Your options are to save the high score to a variable and hope your script doesn't reset, or have the high score saved in another script (in game server) and hope that the server script doesn't get reset, or you need to export the high score out of SL and store it elsewhere (see llEMail and the XML-RPC stuff.) For detecting who is playing, if your using touch events, then you can use llDectectedName() and llDetectedKey(). Hope that helps.
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Norman Desmoulins
Grand Poohba
Join date: 10 Nov 2005
Posts: 194
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03-15-2006 12:08
You can set the high score into the object description. That will survive a reset... this also works for objects that are non-modifiable.
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