[Opensim-users] open sim on_touch method and OSForceDetach/Attach
Luisillo Contepomi
luisillocontepomi at gmail.com
Sat Jul 12 08:17:31 UTC 2014
Look at the end of your script.
move Count= Count+1; a line up, before of your "if" and work fine.
but I would simpler, and the prim remember the last texture when is
reezed or attached, more or less some as this.
string textura1 = "ladrillos";
string textura2 ="madera vieja";
integer switch=TRUE;
default
{
touch_start(integer total_number)
{
llOwnerSay("Touched.");
if(switch)
{
llSetTexture(textura1, ALL_SIDES);
switch=FALSE;
}
else
{
llSetTexture(textura2, ALL_SIDES);
switch=TRUE;
}
}
}
Regards,
2014-07-11 18:35 GMT+02:00 Culbertson, Johanna <Johanna_Culbertson at sra.com>:
> Hi!
>
>
>
> I have a stand-alone grid that I have inherited. This is my first experience
> with OpenSim and LSL coding. My google Searches and API searches have been
> fruitless on these two issues. Please let me know what information may
> better help debug these issues!
>
>
>
> 1> This first one is so frustrating because the answer should just be so
> simple, but I do not see it! I have a simple prim that is displaying a
> texture. On touch, I wish for it to switch to another texture. This mostly
> works, except on first touch. When it does not work on first touch, I can
> hit the escape key and try again...then it always works. I need to figure out
> how to make this work first time, every time. Here is the script
> controlling it:
>
> integer Count=1;
>
> default
>
> {
>
> state_entry()
>
> {
>
> llOwnerSay("state entry first board");
>
> string texture = llGetInventoryName(INVENTORY_TEXTURE, 0);
>
> llSetTexture(texture, ALL_SIDES);
>
> }
>
> touch_start(integer id)
>
> {
>
> llOwnerSay("board touched");
>
> string texture = llGetInventoryName(INVENTORY_TEXTURE, Count);
>
> llSetTexture(texture, ALL_SIDES);
>
> if(Count > 2) llResetScript();
>
>
>
> Count= Count+1;
>
> }
>
> }
>
>
>
> 2> I have another, more complicated matter as well. This one has to do
> with a prim, whose inventory includes a script and another object. The
> script attaches the object to the HUD of the user. Inside this object, there
> is a script that will then detach itself from the HUD after its purpose has
> been met. All of this seems to work just fine. However, when I teleport the
> user, the object shows back up, attached to the HUD. I've spent days
> researching this one and I can't find any resources on solving this issue. I
> can send code for this if necessary.
>
>
>
> I'm sure I am just making some simplistic newbie mistakes, and I apologize
> for wasting your time, but I am at my wits end in trying to figure this out
> on my own! Thanks for any help you can pass my way.
>
>
>
> Johanna
>
>
>
>
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