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bucky Barkley
Registered User
Join date: 15 May 2006
Posts: 200
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04-20-2007 17:45
I was hoping to avoid using notecards for something by working off the name AND description fields in textures ...
I am guessing there is no way to get at the description for a texture in inventory.... right?
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Bucky Barkley -- Mammal, Scripter, Builder, Lover
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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04-20-2007 19:27
right
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Hg Beeks
llGetElement(80);
Join date: 13 Apr 2006
Posts: 134
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04-21-2007 02:30
It may not be what you want, but there's always the option of putting the two pieces of info in the file name and separating it by a specific character - Say, "~", and use the Substring functions to chop it into the first and second pieces of information. I did this for a music player; It gets the song name and the number of pieces to play from a texture that acts as the "CD cover."
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bucky Barkley
Registered User
Join date: 15 May 2006
Posts: 200
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04-21-2007 12:11
From: Hg Beeks It may not be what you want, but there's always the option of putting the two pieces of info in the file name and separating it by a specific character Yep, and if I had more than 63 measly characters, that would work. I've made good use of the empty notecard / use filename trick before. It's almost as if someone implemented llGetInventoryName(), and then went off to lunch and forgot to do the next logical function. The idea is that I was wanting to overload a texture name & description with a position in a series of buttons, a slurl, a desciption, and possible options. I have to allow for long encoded Sim names, and multi word descriptions. Instead, I'll trudge back to notecard config.
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Bucky Barkley -- Mammal, Scripter, Builder, Lover
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