Suggestions please - timed object replacement
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Lewis Nerd
Nerd by name and nature!
Join date: 9 Oct 2005
Posts: 3,431
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12-04-2005 00:31
I need a timed script that will take four items from my inventory and switch them around in pairs at a timer. One has an animated script on it, the other doesnt.
This is all part of a 'light show' for my 70's themed nightclub I'm building.... I have made a mirror ball (7 prims, 2 textures, 1 script) which looks great but having it on permanently would be a bit too much.
So my plan was to have some spotlights, which would be on when the mirror ball was 'off', if that makes sense?
1) Place MIRROR_BALL_ON at x,y,z and SPOTLIGHTS_OFF at x1,y1,z1 2) Pause for set time 3) Remove MIRROR_BALL_ON from x,y,z and SPOTLIGHTS_OFF at x1,y1,z1 4) Place MIRROR_BALL_OFF at x,y,z and SPOTLIGHTS_ON at x1,y1,z1 5) Pause for set time 6) Remove MIRROR_BALL_OFF from x,y,z and SPOTLIGHTS_ON from x1,y1,z1 7) Repeat
Thanks in advance for any help. I've attached a picture of the dance floor in an earlier stage just for information.
Lewis
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SiRiS Asturias
Chaotic Coder
Join date: 27 Sep 2005
Posts: 93
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Options...
12-04-2005 01:44
Many ways you can go about what you want to accomplish. 1. If you don't want a prim to be visible while it is OFF: Put a copy of one in the other & vice-versa, having one rez the other for a timed period, then it in turn rezzes the other for a period of time. Each time that change happens, the on that rezzed the other dies, essentially saving prim space & no visual trace of the non-operating prim. Varients of this can be to change the opacity instead of using a llDIE(), using Temp On Rez objects if 30 seconds is enough time per switch. 2. Stationary, linked method if within 10M limit: Link em' all together & use link msgs to turn certain things on n' off using a llSleep(); based timer to save on Sim strain, instead of the timer event & commands. There're tons of different ways to do the same thing. Each person will offer their way of coding based on their style and knowledge. I personally try to stay to as few opcodes being called as possible, short structured code, minimal amount of scripts possible, 0 listens or timers, anything to Sim intensive. I am not a LSL guru by any means, nor will I ever proclaim to be, unless in jest. What I will do, is say how I might go about a certain situation, in hopes to give you more options to choose a path from, while being "Sim friendly" keeping overall "Lag" as low as possible. I think the more the advanced people help the underlings to code better, Sim efficient code, the grid would be a better place. LoL (Typical world peace type of suggestion! Bleh! haha) GL 
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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12-04-2005 09:33
timers if not in excess and controled well arnt that horrid llSleep totally stops the script for x seconds, which might be fine for lightshows i dunno but definatly use 1 central script if possible and some "serveo" scripts if your covering out of link size areas link them into bundles, then you would have lets say 4 listens instead of 20, use obscure chat channels and have it look for the name of the sending object, filtering listens helps reduce their impact too. /54/7a/74318/1.html
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Ethan Cinquetti
Registered User
Join date: 5 Jul 2005
Posts: 24
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12-04-2005 10:02
Hello, Lewis! If you're planning to actually kill the ball and lights and replace them with switched-off versions, you may hit a wrinkle...every time you rez a replacement, I think might have that beloved gray-box-with-white-masking-tepe look for a split second while everyone's client gets the texturing instructions for some brand-new objects. What about using a lightly-colored phantom cone for each of the lights, and just making them permanent fixtures? Then when you switch them off, you can apply a fully transparent texture to them. Since the lights are persistent, everyone's client should be able to switch them on and off instantly after a cycle or two, especially if you use transparent game colors for the lights, rather than uploading a texture for them. And for the disco ball...just switch a particle system on and off? For a really cool effect, you could get your disco ball to retract into the ceiling when not in use. Now, if you'll excuse me, I have to go dig through my MP3's...It's a pretty Sunday morning, and I just realized it's been way too long since I heard Gloria Gaynor  Looking forward to your opening (if it's a public club)! *disco ducks off to practice The Hustle in front of a mirror* - Ethan
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Lewis Nerd
Nerd by name and nature!
Join date: 9 Oct 2005
Posts: 3,431
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12-04-2005 10:39
Probably the easiest way to explain this is for you to come have a look and see what i mean.... the glitter ball isn't a dreaded particle, its actually clear prims with light rays set at about 90% transparent, all linked to the mirror ball and a simple rotate script.
With some well timed turn on/off scripts I reckon I could make a good lightshow.... something different.
Hope to catch up with you some time.
Lewis
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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12-04-2005 12:04
From: Lewis Nerd Probably the easiest way to explain this is for you to come have a look and see what i mean.... the glitter ball isn't a dreaded particle, its actually clear prims with light rays set at about 90% transparent, all linked to the mirror ball and a simple rotate script.
With some well timed turn on/off scripts I reckon I could make a good lightshow.... something different.
Hope to catch up with you some time.
Lewis probably the best way to do this would be to have a "controller" with a timer loop that will send out messages to each of the things you want to turn on/off at the appropriate time, and the actual objects just go from their set parameters to 100% invisible when off using llSetAlpha, and setting it all back to normal alpha levels when the "on" signal is given. it'd be fairly easy to code as I have some flapping wings that rely on this timed sequence of turning on/off
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Lewis Nerd
Nerd by name and nature!
Join date: 9 Oct 2005
Posts: 3,431
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12-05-2005 04:43
Im not entirely sure how to even begin this.... anyone feeling generous enough to share something I can work from?
I seem to be ok in modifying existing scripts - but so far creating from scratch just gives me a migrane.
Lewis
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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12-05-2005 06:33
From: Lewis Nerd Im not entirely sure how to even begin this.... anyone feeling generous enough to share something I can work from?
I seem to be ok in modifying existing scripts - but so far creating from scratch just gives me a migrane.
Lewis I can drop you an examlpe script late tonight when I get back from work to show you what I mean by a controller with a timing loop, and the basic on/off script for what's being controlled
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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Kristivon Kolache
Registered User
Join date: 20 Oct 2005
Posts: 19
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12-06-2005 10:56
This is my quest as well, but much more like the wings, where I need 4 legs to appear to change positions. Would you please share this example with me as well? I have so very much to learn before I could hope to come up with one otherwise! Nor do I Know where to buy such things, or what they are worth!! Please?
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