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Ilianexsi Sojourner
Chick with Horns
Join date: 11 Jul 2004
Posts: 1,707
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06-27-2008 14:16
Hi, all-- I have no scripting skill myself, so I doubt I'd be able to make this, but I'm curious if it could be done. It occurred to me last night that one of the things I miss about the water here is sound-- the sounds of walking through the water, or in and out of the ocean.
So I'm just wondering, would it be possible to make a scripted attachment that interacts with Linden water-- senses it in some way, and plays an appropriate sound when you move through it? Perhaps it'd stop if you got past a certain depth, or the sound could be switched on and off via a HUD.
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Everything's impossible,'till it ain't. --Ben Hawkins, Carnivale
Help build a Utopian Playland-- www.doctorsteel.com. Music, robots, fun times!
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Colin Nilsson
I build therefor I am..
Join date: 14 Sep 2005
Posts: 54
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yes it is possible
06-27-2008 15:12
yes it is very possible. just need to find all the sound effects .. and use the llGetAgentInfo function to determine if your walking or flying or starting and stoping movement. I forget or don't 100% know how to determine if your in the water say swimming or not but there are huds and Ao's that do make you swim and do similar to what your talking about.
hopefully this helped..
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Colin Nilsson
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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06-27-2008 15:16
sure it's workable, it'd be a matter of polling height of the object in the sim, since it's very rare for estate owners to use anything but the default water height (except in cases where they might be landlocked, still rare though).
I'd stick it in shoes or on feet, and only have it respond to a narrow range of elevation.
another option is prim cover on the water (no need for the av to have an attachment), or a spawned follower from single detection prim.
in all cases you want to play the sound only while the av is moving, which makes it optimal to include the code in an AO or a single local land based detector, to reduce detection polling.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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06-27-2008 15:39
From: Void Singer ...it'd be a matter of polling height of the object in the sim, since it's very rare for estate owners to use anything but the default water height.... You can get the water height with llWater(). See http://www.lslwiki.net/lslwiki/wakka.php?wakka=llWater
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