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xy text string covering more than one prim

Luke Pond
Registered User
Join date: 10 Nov 2008
Posts: 4
12-14-2008 20:39
How do you tell xy text to treat 2 or more prims as a single unit?
Luke Pond
Registered User
Join date: 10 Nov 2008
Posts: 4
Answer
12-15-2008 04:18
Here it is you lazy old bastard,


// Channel to set the line with
integer SET_LINE_CHANNEL = 100100;

// XyText Message Map.
integer DISPLAY_STRING = 204000;
integer DISPLAY_EXTENDED = 204001;
integer REMAP_INDICES = 204002;
integer RESET_INDICES = 204003;
integer SET_CELL_INFO = 204004;
integer SET_THICKNESS = 204006;
integer SET_COLOR = 204007;

default
{
state_entry()
{
// Set up each prim to listen on the same channel, but to render only a part of the string.
llMessageLinked(2 , SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL, 0]), "''''";);
llMessageLinked(3, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL, 10]), "''''";);
llMessageLinked(4, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL, 20]), "''''";);


llMessageLinked(LINK_SET, SET_LINE_CHANNEL, "Long line of text.", "''''";);
}
}

that is with root prim backdrop, and three 5 face double texture prims.
Luke Pond
Registered User
Join date: 10 Nov 2008
Posts: 4
Full Thing
12-15-2008 04:55
Sorry I was so hard on you, here is the whole thing that you wanted :-)

// Channel to set the line with
integer SET_LINE_CHANNEL_1 = 100100; //Score2Beat
integer SET_LINE_CHANNEL_2 = 100101; //PlayerName
integer SET_LINE_CHANNEL_3 = 100102; //PlayerScore
integer SET_LINE_CHANNEL_4 = 100103; //GameOwner

// XyText Message Map.
integer DISPLAY_STRING = 204000;
integer DISPLAY_EXTENDED = 204001;
integer REMAP_INDICES = 204002;
integer RESET_INDICES = 204003;
integer SET_CELL_INFO = 204004;
integer SET_THICKNESS = 204006;
integer SET_COLOR = 204007;

//Link Numbers of display prims
integer Score2Beat = 8;
integer PlayerNamePart1 = 9;
integer PlayerNamePart2 = 10;
integer PlayerScore = 11;
integer GameOwnerNamePart1 = 12;
integer GameOwnerNamePart2 = 13;

default
{
state_entry()
{
//Message Set up.
llMessageLinked(Score2Beat , SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL_1, 0]), "''''";);//Score to Beat
llMessageLinked(PlayerNamePart1, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL_2, 0]), "''''";);//Player Name Part one
llMessageLinked(PlayerNamePart2, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL_2, 10]), "''''";);//Player Name Part two
llMessageLinked(PlayerScore, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL_3, 0]), "''''";);//Player Score
llMessageLinked(GameOwnerNamePart1, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL_4, 0]), "''''";);//Game Owner Part One
llMessageLinked(GameOwnerNamePart2, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL_4, 10]), "''''";);//Game Owner Part Two


//Display updates can be put anywhere in the script.
llMessageLinked(LINK_SET, SET_LINE_CHANNEL_1, "1928401783", "''''";);
llMessageLinked(LINK_SET, SET_LINE_CHANNEL_2, "Xylor Baysklef", "''''";);
llMessageLinked(LINK_SET, SET_LINE_CHANNEL_3, "1022383465", "''''";);
llMessageLinked(LINK_SET, SET_LINE_CHANNEL_4, llKey2Name(llGetOwner()), "''''";);
}
}
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
12-15-2008 05:07
Who said schizophrenia does'nt have it uses? :p
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Pedro McMillan
SLOODLE Developer
Join date: 28 Jul 2007
Posts: 231
12-15-2008 05:47
Must be great for really pushing through important JIRA's... just so long as they all want to work together!
Luke Pond
Registered User
Join date: 10 Nov 2008
Posts: 4
Thanks everyone
12-15-2008 17:44
I would like to thank luke for his contributes as well as the two above comments from my alts....lol