Tuesday, January 6, 2009

It's alive!

Well sort of - it tells time anyway. And since it tells accurate SL local time and I did the scripting - I'm very proud. :) I found an open source clock script (couldn't find it the normal way so I went looking for one of those jerks that resell free script and found it). The script would rotate a texture to real life time based on a 12 hour clock - so I changed it to sl local time, based on a 24 hour clock and added script so that it would adjust it every second. And voila! It works! A minor triumph I know, but I'll take what I can get. :)

This one still has issues but, with help of friends, I'm hoping I can convince it to also tell time.

Mostly I'd like to just go back to building and leave this script stuff to those (frankly weird) people who like it. :)


Dale Innis said...

/me makes weird scripter faces and Igor-like noises... :)

Does it tell PST time, or sun time?

Honour McMillan said...

lol It tells sim time. So I guess that's local, SL sun time. My understanding is as superficial as I can make it and only extends to whatever I have to do to try and make something work. :)

Dale Innis said...

There are two kinds of sim time: there's the one that reflects where the sun is (three-hour days, one-hour nights, reflected by llGetSunDirection), and there's SLT time, reflected by llGetTimeOfDay, which doesn't have all that much to do with the sun.

Honour McMillan said...

Ahh then I'm using plain SL time with llGetTimeofDay.

Honour McMillan said...

Although it doesn't match up with what I think of as SL time - but the way I clugged the script it takes 4 hours to cycle through and it does match up with the night/day cycle as well.