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Came across this just now.

This is a INonSharedRegion module that controls the tide on your region(s). It also reports the current tide level to the region on two channels so that scripts can use it, for example to make items appear to float.

I have a question about animating textures. Is there anyways to tile the texture when i stretch it ( or repeat) . As of now you just size the full animation. Or do people just do mutable prims to get the effect . lets say a wall of the same animation of an eye moving and you want the whole wall to look like many eyes moving around.

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I'm working on a camera HUD that can save up to 20 static camera positions. I've noticed that the lists I've used keep their values between sessions, unless I reset the script or load in a new version of it. Anyway I came across this old article about using PRIM_TEXT to store up to 254 bytes of data (with an alpha of zero to make it "invisible"). However http://wiki.secondlife.com/wiki/LlSetText gives all sorts of warnings against doing this including "It can be viewed by anyone with a client that is capable of rendering text that is supposed to be invisible". Now my two questions are a) is storing data like this reliable at all, and b) if the PRIM_TEXT is on HUD, can it be seen by anyone else at all?

I discovered that the Virtual Railway Consortium in Second Life has a number of open source scripts for running trains. I might ask if it's OK to port them over to the Hypergrid.

The following is a script which produces a sculpt that will mimic a 32m area of land around it.  My problem is, I'd like it to be able to create a sculpt that is larger than 32m.  Can someone have a looksee and show me how to accomplish this.  I am banging my head against the wall.  This script is being used in Opensim.

string int2hex(integer x)
{
    string hex="0123456789ABCDEF";
    return llGetSubString(hex, (x >> 4), (x >> 4)) +
           llGetSubString(hex, x & 0xF, x & 0xF);
}
default
{
    on_rez(integer mm)
    {
        llResetScript();
    }
    state_entry()
    {
        llOwnerSay("Script running");
    }
    touch_end(integer touched)
    {
        if (llDetectedKey(0) == llGetOwner())
        {
            llOwnerSay("Starting...");
            float mapX = 0.0;
            float mapY = 0.0;
            float mapZ = 0.0;
            integer x = 0;
            integer y = 0;
            integer z = 0;
            integer offsetX = 0;
            integer offsetY = 0;
            string colorX = "";            
            string colorY = "";            
            string colorZ = "";            
            string draw = osSetPenSize("", 1);
            vector pos = llGetPos();
            for (; y < 64; y++)
            {
                draw = osMovePen(draw, 0, y);
                offsetX = 0;
                if (y == 63) offsetY = 1;                            
                for (x = 0; x < 64; x++)
                {
                    if (x == 63) offsetX = 1;
                    mapX = ((float)x + offsetX) / 2.0 - 16.0;
                    mapY = ((float)y + offsetY) / 2.0 - 16.0;
                    mapZ = llGround(<mapX, mapY, 0.0>);
                    if (mapZ > (pos.z + 16.0)) z = 255;
                    else if (mapZ < (pos.z - 16.0)) z = 0;
                         else { z = llRound((mapZ - (pos.z - 16.0)) * 8.0); }
                    if (x == 63) colorX = "FF";
                    else colorX = int2hex(x * 4);
                    if (y == 63) colorY = "FF";
                    else colorY = int2hex(y * 4);
                    if (z == 256) colorZ = "FF";
                    else colorZ = int2hex(z);
                    draw = osSetPenColor(draw, "FF" + colorX + colorY + colorZ);
                    draw = osDrawLine(draw, x, y, x + 1, y);
                }
            }
            osSetDynamicTextureDataBlendFace("", "vector", draw, "width:64,height:64", FALSE, 2, 0, 255, 1);
            llSetPrimitiveParams([PRIM_SIZE, <32.0, 32.0, 32.0>, PRIM_TYPE, PRIM_TYPE_SCULPT, llGetTexture(1),PRIM_SCULPT_TYPE_PLANE | PRIM_SCULPT_FLAG_INVERT]);
            state done;
        }
    }
}
state done
{
    state_entry()
    {
        llSetClickAction(CLICK_ACTION_NONE);
        llOwnerSay("Done.");
        //llRemoveInventory(llGetScriptName());
    }
}

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anyone know particles enough to tell me how to make this larger?

default
{
state_entry()
{
llParticleSystem([
PSYS_PART_FLAGS,( 0
|PSYS_PART_INTERP_COLOR_MASK
|PSYS_PART_INTERP_SCALE_MASK
|PSYS_PART_EMISSIVE_MASK ),
//
// Appearance Setting
PSYS_PART_START_SCALE,<3.1875,4,0>,
PSYS_PART_END_SCALE,<3.1875,4,0>,
PSYS_PART_START_COLOR,<1,1,1> ,
PSYS_PART_END_COLOR,<1,1,1> ,
PSYS_PART_START_ALPHA,1,
PSYS_PART_END_ALPHA,1,
PSYS_SRC_TEXTURE, (key)"47435535-2311-402d-9fa1-75b3ec8e8221",
//
// Time/Rate Settings
PSYS_SRC_BURST_PART_COUNT,1,
PSYS_SRC_BURST_RATE,5,
PSYS_PART_MAX_AGE,6,
PSYS_SRC_MAX_AGE,0,
//
// Placement Settings
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP,
// PSYS_SRC_PATTERN_ANGLE_CONE,
PSYS_SRC_BURST_RADIUS,0.199219, // float, offset. How far from the prim the particles start
// PSYS_SRC_INNERANGLE,(float) 0.0,
// PSYS_SRC_OUTERANGLE,(float) 0.0,
//
// Movement Settings
PSYS_SRC_ACCEL,<0,0,0>,
PSYS_SRC_BURST_SPEED_MIN,0.0976563,
PSYS_SRC_BURST_SPEED_MAX,0.0976563,
// PSYS_PART_FLAGS,
// PSYS_PART_EMISSIVE_MASK | // particles glow
//
//
PSYS_SRC_OMEGA,<0,0,0>,
PSYS_SRC_ANGLE_BEGIN,0,
PSYS_SRC_ANGLE_END,0,
PSYS_SRC_TARGET_KEY, (key)""
]);
}
}

Hello, please tell me what kind of script you can create an animation of a flexible tail composed of separate objects, to the most realistic move not only left to right but able to perform complex movements

Does anyone know of an Opensim camera script that can store more than only one viewpoint?  I shoot a webcomic in Second Life, and use "Club Camera" HUDs to store different viewpoints for shots. That way you can pose one or more AVs as more than one character (compositing them together later for a complete scene).

Can anyone point me to some scripts that might do that?

Hello everyone,
 
I want to  use llSetTexture using an UUID.
It works good l this way  llSetTexture ("7e392e66-ec7c-3e2c-7db3-aa5468bc02f2",0);
But when I retrieve that same UUID from a list, and put it in the string named oneline,
And use llSetTexture (oneline,0);
I get an error message saying the texture cannot be found.
Please help.
Mary.
Hello everyone,
 
I want to  use llSetTexture using an UUID.
It works good l this way  llSetTexture ("7e392e66-ec7c-3e2c-7db3-aa5468bc02f2",0);
But when I retrieve that same UUID from a list, and put it in the string named oneline,
And use llSetTexture (oneline,0);
I get an error message saying the texture cannot be found.
Please help.
Mary.

I am a (beginning) scripter and want to rotate a child prim, which is a cylinder.
Original rotation of the child = x: 0 y: 90 z: 180
On the first rotate, it rotates to x: 0 y: 0 z: 90.0.
 After that it stays in that position, ans rotates then as I want..
I tried lots of tings, without success.
I have the feeling that i must do something with llGetLocalRot ();
I am trying to make a compass. I know we all have a good compass in the MiniMap.
But I do this as a learning project;
the code:

integer intFlip = 0;
integer int90   = 90;
integer int180  = 180;
RotationMenu(integer int_rotation)
{
    float   fltBearing = (float)int_rotation;
    rotation local_rot = llGetLocalRot( );
    rotation bearing = llEuler2Rot(<0,0,fltBearing>*DEG_TO_RAD);
    llSetLinkPrimitiveParamsFast(2,[PRIM_ROT_LOCAL,bearing]);
}
default
{
    state_entry()
    {
        llSay(0, "We are alive!");
    }
    touch_start(integer total_number)
    {
        if (!intFlip)
        {
            RotationMenu(int90);
        }
        else
        {
            RotationMenu(int180);
        }
        intFlip = !intFlip;
    }
}
Kind regards Marietje.
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