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Dioxide DeSantis
Registered User
Join date: 2 Feb 2007
Posts: 63
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08-18-2008 19:05
Ok hopefully this one is an easy one for you guys. Basically I want to create a door that when clicked goes alpha and then after maybe 5 seconds it goes back to the non alpha texture. I have the script working properly except for the timed part and I am not sure where to place that event of even if it can be done. Its basically a door that goes alpha when clicked, I tried to comment the code as much as I could. Any help would be greatly appreciated Dioxide default { touch_start(integer total_number) { llSetTexture("266acf86-27c0-2d6e-580a-3d6ae482ab68",ALL_SIDES);//The Solid Texture llSetAlpha(1.0,ALL_SIDES);//1.0 shows all of a certain texture, 0.0 shows none of it llScaleTexture(1,1, ALL_SIDES);//adjusts texture scale llSetStatus (STATUS_PHANTOM, FALSE); //FALSE object collides with others (is not phantom), you cannot walk thru it. state closed;
} } state closed { touch_start(integer total_number) { llSetTexture("f54a0c32-3cd1-d49a-5b4f-7b792bebc204",ALL_SIDES); // The Totally Clear Texture llSetAlpha(1.0,ALL_SIDES); llScaleTexture(1,1, ALL_SIDES); llSetStatus (STATUS_PHANTOM, TRUE); //TRUE , You Can Walk Thru it. state default; } }
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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08-18-2008 20:15
From: Dioxide DeSantis Ok hopefully this one is an easy one for you guys. Basically I want to create a door that when clicked goes alpha and then after maybe 5 seconds it goes back to the non alpha texture. I have the script working properly except for the timed part and I am not sure where to place that event of even if it can be done. Its basically a door that goes alpha when clicked, I tried to comment the code as much as I could. Any help would be greatly appreciated Dioxide default { touch_start(integer total_number) { llSetTexture("266acf86-27c0-2d6e-580a-3d6ae482ab68",ALL_SIDES);//The Solid Texture llSetAlpha(1.0,ALL_SIDES);//1.0 shows all of a certain texture, 0.0 shows none of it llScaleTexture(1,1, ALL_SIDES);//adjusts texture scale llSetStatus (STATUS_PHANTOM, FALSE); //FALSE object collides with others (is not phantom), you cannot walk thru it. state closed;
} } state closed { touch_start(integer total_number) { llSetTexture("f54a0c32-3cd1-d49a-5b4f-7b792bebc204",ALL_SIDES); // The Totally Clear Texture llSetAlpha(1.0,ALL_SIDES); llScaleTexture(1,1, ALL_SIDES); llSetStatus (STATUS_PHANTOM, TRUE); //TRUE , You Can Walk Thru it. state default; } }
I couldn't quite get it to work with your code so I reorganized it and came up with: OpenDoor() { llSetTexture("f54a0c32-3cd1-d49a-5b4f-7b792bebc204",ALL_SIDES); // The Totally Clear Texture llSetAlpha(1.0,ALL_SIDES); llScaleTexture(1,1, ALL_SIDES); llSetStatus (STATUS_PHANTOM, TRUE); //TRUE , You Can Walk Thru it. llSetTimerEvent(5.0); }
CloseDoor() { llSetTexture("266acf86-27c0-2d6e-580a-3d6ae482ab68",ALL_SIDES);//The Solid Texture llSetAlpha(1.0,ALL_SIDES);//1.0 shows all of a certain texture, 0.0 shows none of it llScaleTexture(1,1, ALL_SIDES);//adjusts texture scale llSetStatus (STATUS_PHANTOM, FALSE); //FALSE object collides with others (is not phantom), you cannot walk thru it. llSetTimerEvent(0.0); }
default { state_entry() { CloseDoor(); } touch_start(integer total_number) { OpenDoor(); }
timer() { CloseDoor(); } }
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Dioxide DeSantis
Registered User
Join date: 2 Feb 2007
Posts: 63
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08-19-2008 13:04
Perfect thank you so much for your help Cheree I even learned a bit from your reply  Dioxide
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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08-19-2008 13:09
From: Dioxide DeSantis Perfect thank you so much for your help Cheree I even learned a bit from your reply  Dioxide Wonderful. I consider the day to be a waste if I don't learn something or teach something. 
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Dioxide DeSantis
Registered User
Join date: 2 Feb 2007
Posts: 63
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08-19-2008 13:30
I was thinking hey this needs sounds as well. So I thought why not add some this does not use the ultimate one I will use but it does work. Hopefully this script can be usefull to others as well. OpenDoor() { llSetTexture("f54a0c32-3cd1-d49a-5b4f-7b792bebc204",ALL_SIDES); // The Totally Clear Texture llSetAlpha(1.0,ALL_SIDES); llScaleTexture(1,1, ALL_SIDES); llSetStatus (STATUS_PHANTOM, TRUE); //TRUE , You Can Walk Thru it. llTriggerSound("cb340647-9680-dd5e-49c0-86edfa01b3ac", 0.5); llSetTimerEvent(5.0); }
CloseDoor() { llSetTexture("266acf86-27c0-2d6e-580a-3d6ae482ab68",ALL_SIDES);//The Solid Texture llSetAlpha(1.0,ALL_SIDES);//1.0 shows all of a certain texture, 0.0 shows none of it llScaleTexture(1,1, ALL_SIDES);//adjusts texture scale llSetStatus (STATUS_PHANTOM, FALSE); //FALSE object collides with others (is not phantom), you cannot walk thru it. llTriggerSound("e7ff1054-003d-d134-66be-207573f2b535", 0.5); llSetTimerEvent(0.0); }
default { state_entry() { CloseDoor(); }
touch_start(integer total_number) { OpenDoor(); }
timer() { CloseDoor(); } }
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Ron Khondji
Entirely unlike.
Join date: 6 Jan 2007
Posts: 224
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Just another way of doing it.
08-20-2008 00:04
Using llSetPrimitveParams. From: someone key gOpenTexture = "f54a0c32-3cd1-d49a-5b4f-7b792bebc204"; // The Totally Clear Texture key gOpenSound = "e7ff1054-003d-d134-66be-207573f2b535"; // Sound on open.
key gCloseTexture = "266acf86-27c0-2d6e-580a-3d6ae482ab68"; //The Solid Texture key gCloseSound = "cb340647-9680-dd5e-49c0-86edfa01b3ac"; // Sound on close
Door(string texture, integer oc) { llSetPrimitiveParams([ PRIM_TEXTURE,ALL_SIDES,texture,<1,1,1>,ZERO_VECTOR,0.0, PRIM_PHANTOM,oc ]); if (oc){ llTriggerSound(gOpenSound, 0.5); llSetTimerEvent(5.0); } else llTriggerSound(gCloseSound, 0.5); }
default { state_entry() { Door(gCloseTexture,FALSE); // close }
touch_start(integer total_number) { Door(gOpenTexture,TRUE); //open } timer() { llSetTimerEvent(0); Door(gCloseTexture,FALSE); // close } }
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