Im using a keypad script and in the instructions it tells me to "mount" the number keys on the main "Key Pad" prim, how on earth do I "mount" an object on another?
Does mount = link?
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Mounting a prim? |
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Voods Citron
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Join date: 29 Sep 2009
Posts: 5
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09-29-2009 12:32
Im using a keypad script and in the instructions it tells me to "mount" the number keys on the main "Key Pad" prim, how on earth do I "mount" an object on another?
Does mount = link? |
Meade Paravane
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09-29-2009 12:43
Uh...
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Voods Citron
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Join date: 29 Sep 2009
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09-29-2009 12:50
If it helps any:http://wiki.secondlife.com/wiki/Key_Pad_Door
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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09-29-2009 12:52
Ummmm.... /me watches Meade running away and is tempted to join her....
I may only guess that "mount" in this case simply means "put" buttons on the main keypad prim to act as simluated keys that you can click for various functions. That's just a matter of creating a collection of identical small prims, arranging them on the larger prim that you use for a keypad, and linking them. I assume that you're writing a script that will recognize when any of the child prims (the keys on the keypad) are touched. You ought to know that there's a much easier (and less prim-heavy) way to do this whole job. Instead of creating a linked object with many button prims, just make a single texture that has the buttons drawn on it and use the llDetectedTouchUV function in your script to figure out which part of the texture someone has touched. It's quick and easy, and it will save you a pile of prims. _____________________
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Voods Citron
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Join date: 29 Sep 2009
Posts: 5
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09-29-2009 13:41
I got the keypad mounting stuff to work, just involved linking the correct stuff. Now for some reason on the door code, it will not change to phantom as the code states. Anyone point out any flaws?
------- integer channel = 3800; float open_time = 3; default { state_entry() { llListen(3800,"Key Pad",NULL_KEY,"open" ![]() } listen(integer chan, string name, key id, string msg) { llSetStatus(STATUS_PHANTOM,TRUE); llSetAlpha(0.1,ALL_SIDES); llSleep(open_time); llSetAlpha(1.0,ALL_SIDES); llSetStatus(STATUS_PHANTOM,FALSE); } } ----- I have the keypad channel the same as the door's channel. |
EF Klaar
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09-29-2009 14:02
Nothing obviously wrong that I can see; I would suggest you check that the object doing the talking is actually called "Key Pad", that is is actually saying "open", and that it is actually saying it on channel 3800.
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Voods Citron
Registered User
Join date: 29 Sep 2009
Posts: 5
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09-29-2009 14:05
Nvm anymore, got it,forgot to name the key pad "Key Pad" /facepalm
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