HUD question
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Shayna Korobase
Registered User
Join date: 8 May 2007
Posts: 454
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10-20-2008 11:21
I created a basic gun using the LoLSBS gun maker pack. After some tweaks everything is working fine except one little thing. I created a HUD that sends commands via private channels. The gun script by default runs on channel 2657. I set the HUD buttons to that channel but for some reason they wont activate the gun or holster. Is anyone familiar with this? if so.... your help is much appreciated. Thank you 
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Shayna Korobase
Registered User
Join date: 8 May 2007
Posts: 454
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10-20-2008 12:02
Second question: I set up some buttons to trigger sounds in the HUD but apparently only I can hear them. How can I set up a HUD to play a sound others can hear as well?
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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10-20-2008 12:11
From: Shayna Korobase Second question: I set up some buttons to trigger sounds in the HUD but apparently only I can hear them. How can I set up a HUD to play a sound others can hear as well? It would have to rez an object in world to play the sound. You could make the object invisible and also make it so that it died after a set period.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
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10-20-2008 12:18
I've found the only way to debug message problems is to put llOwnerSay statements on the send and on the listen to make sure they're actually getting called. And double-check your filters and channels to make sure you aren't excluding the messages you're sending.
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Gruff Grut
Registered User
Join date: 13 Jun 2008
Posts: 7
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sounds from HUDs
10-20-2008 15:03
Hi Jesse use llTriggerSound( string sound, float volume );
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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10-20-2008 15:58
From: Gruff Grut Hi Jesse use llTriggerSound( string sound, float volume ); CRAP! Long time since I played with sound! Thank you Gruff and nice catch!
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
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10-20-2008 16:30
From: Anya Ristow I've found the only way to debug message problems is to put llOwnerSay statements on the send and on the listen to make sure they're actually getting called. And double-check your filters and channels to make sure you aren't excluding the messages you're sending. I agree with Anya. In my experience, when the HUD doesn't work it's because I've filtered to listen for the owner in my llListen. Since the HUD's UUID is obviously not the owner's, it gets missed. If that's what you did, you'll have to listen for any id, and trap it instead in your listen event with something like if (llGetOwner() == llGetOwnerKey(id)) ...
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Shayna Korobase
Registered User
Join date: 8 May 2007
Posts: 454
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10-20-2008 20:34
I tried the llOwnerSay and it says a command but not on the channel the gun reads. I'm kind of stuck 
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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10-20-2008 20:37
llOwnerSay only gets sent to the owner, ... its good to see whats being sent on the other chat channel (going to your gun)
a good way to do it would be on your gun when the listen event gets triggered use something like llOwnerSay("hey i got a message, it is " + message)
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