Friday, 28 October 2011

Week 6

This weeks lab is all about HUDs. Here is my finished one (yes I know buttons are big but they can be easily shrunk)
Here is the button codes
This shouts key words over an obscure channel (1337), this in turn is picked up by the listening prim thusly-


Depending on what word is heard (spelt in caps to reduce chances someoen else will shout in that channel) the prim will call upon the correct vector and move accordlingly

Thursday, 20 October 2011

Week 4

This weeks labs focused on moving non-physical and physical prims.
Here is the code used for non-physical. It compares distance between to locations, if this is above 0.001 meters, the loop repeats moving the prim 10 meters towards its goal.

For a physical prim, the story is very similar. Except we substitute llSetPos with llMoveToTarget. We also have an extra tau value to consider. This slows the object down the closer it is to its goal.

This weeks lab ties in nicely with my idea for the assignment. I would like to create a tilt maze similar to this-
It would naturally have more to it that this, including highscores for the quickest to finish. This will all depend on how HUDs work, so at the moment its only a postulation.

Friday, 14 October 2011

Week 3 Addendum

I got the impression it expected the onrezz function to be blogged, so I will add this.

Friday, 7 October 2011

Week 3

This week was mainly a recap session, whilst touching on rezzing objects.
This was my result of the llOnRez command. I made a launcher that fires Moogles from the Final Fantasy gaming series. The launcher itself calls upon the prim "bullet" that is set to temporary, and gauges avatars position, rotation and sets its velocity. I added the sound file "shoot" for extra effect.
Instead of throwing Bananas, I decided to use my Moogles for the task. We had to make a recap object that upon collision, states Object Name, Avatar Name and Speed. This has all been covered in the last few weeks so I wont go into too much detail but here is the coding.