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Linnrenate Crosby
Registered User
Join date: 5 Jun 2007
Posts: 49
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04-28-2008 22:16
I have boots with a walksound script in like i'm sure a lot of ppl in SL have. I just stumbled across the problem, that whenever i cross over to a new sim usually by TP the script will need to be reset to continue making the sound in the new sim. A friend told me a fix to this problem, to add in this line to the script: changed(integer change) { if (change & CHANGED_REGION){llresetscript();}} ... but as with most things purchased the script inside the heel is no mod. So i was woundering since the prim is mod/transfer i should be able to add a second script inside it. Thinking further about this i wounder if it's possible that this new script can reset any script in the same prim according to the line above, and if so if someone could tell me how that script will look as i'm a complete noob when it come to scripts. Thanks 
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Laurence Corleone
Registered User
Join date: 12 Oct 2006
Posts: 126
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04-28-2008 22:46
put this script in and change thenameoftheotherscript to...well...the name of the other script  default { changed(integer change) { if (change & CHANGED_REGION) { llResetOtherScript("thenameoftheotherscript"); } } }
_____________________
There are no stupid questions, just stupid people.
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Linnrenate Crosby
Registered User
Join date: 5 Jun 2007
Posts: 49
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04-29-2008 01:31
I was really hoping this would work, but no way, this is how the script that you created look with the propper named script added... still it does not work... the sound is gone after one TP. Any suggestions before i return the boots to the creator?
default { changed(integer change) { if (change & CHANGED_REGION) { llResetOtherScript("WalkSound w/o Bling"); } } }
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