Can a HUD object do this.....
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Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
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06-07-2006 14:13
I've wanted to make an AO for my birds for a long time.... birds I started making back in 2004. The birds use channeled listen commands, most of them using the same ones in fact. Is there a way for an object/HUD object to make you speak the commands when a button is clicked? So that, say, when you click 'Wings open' you'll say the '/6 fly' that activates the flight wings?  It would be SO nice if I didn't have to scratch the whole project because the scripts could only listen to the players, and not objects they own... without requiring every single avvie I've ever made to be rebuilt. :>
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E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca  Visit me in-world at the Avaria sims, in Grendel's Children! ^^
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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06-07-2006 14:20
use dialogs. set the reply channel (the bit at the end) to the channel the scripts listen on. use the commands that would be spoken as options. Because the end result is you (the owner) speaking those words. 
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
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06-07-2006 14:29
Psyra didn't I write your scripts? If not want me to so that they'll listen to the owner or an object owned by the owner?
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Michael Martinez
Don't poke me!
Join date: 28 Jul 2004
Posts: 515
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06-07-2006 14:43
Can't have an object speak and still be recoginized as you..(/6 fly)..
But as Rickard said, a script can easily listen on any channel to anything that is talking on that channel with the right command, so yes it can be done from a HUD.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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06-07-2006 14:47
From: Michael Martinez Can't have an object speak and still be recoginized as you..(/6 fly).. But as Rickard said, a script can easily listen on any channel to anything that is talking on that channel with the right command, so yes it can be done from a HUD. You can do it with dialogs, but not from hud itself. unless the wings are set to listen to anything and filter for objects owned by owner.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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06-07-2006 14:50
From: Burke Prefect You can do it with dialogs, but not from hud itself. unless the wings are set to listen to anything and filter for objects owned by owner. Well, you can sort of cheat by having a generic hud button(s) that opens control dialog(s) with more specific commands when clicked on, and takes thing through dialog-based chat from there ^^
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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06-07-2006 14:54
Ideally, if it were new scripts, we could just set the listens to a higher channel, and have them listen to all, but filter for objects owned by it's owner. But since we're adapting to old scripts, dialogs are better 
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Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
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06-07-2006 15:00
From: Psyra Extraordinaire s there a way for an object/HUD object to make you speak the commands when a button is clicked? So that, say, when you click 'Wings open' you'll say the '/6 fly' that activates the flight wings?  llDialog will naturally do this (and an llDialog menu can be triggered by clicking a HUD object)... however, llDialog will only 'say' exactly what's on the button (which can carry up to 24 characters, even though it will display much less). In your example the button would have to be 'fly' not 'Wings Open' as llDialog will 'say' (as if it were you typing) the words on the button. llDialog specifies the channel on a seperate parameter. If you're interested I produce a Uninversal Control Device (HUD mounted) that is specifically designed to control other objects that you would nomally control by typing /commands. All the buttons, channels, titles, and menu structures are configured from within its notecard.
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Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
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06-07-2006 15:05
From: Rickard Roentgen Psyra didn't I write your scripts? If not want me to so that they'll listen to the owner or an object owned by the owner? Ahhh, you forgot?  The ones you wrote were the "Strip/Copy all scripts named X from linked objects"  The ones for the wings were a simple llSetAlpha at 1.0/0.0 that I've been playing with since around October 2004... though I did request the scripts in tyhe scripting forums here, I don't remember who answered them after all this time...  Sadly I added a llResetScript to all the release versions of the birds so they'll only listen to the owner voice. So I guess indeed I'll be using llDialog. Thanks folks. ;D Maybe I just need to rescript all the birds and then get some way that people that have the originals can upgrade to the new versions, like those license card things... but in this case I'd say "stick the avatar's head on the platform and type 'upgrade' or such. If THAT works, then at least I can fix/modernize the scripts, mebbe update textures and flexiprims and such, and generally improve the avatars. ;D
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E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca  Visit me in-world at the Avaria sims, in Grendel's Children! ^^
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