Creating HUDs

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Revision as of 12:54, 4 September 2008 by Udge Watanabe (talk | contribs) (typos, clarity)
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Heads up display (abbreviated HUD) is a control panel for an AO or other devices that appears (only) on screen.

Most scripted functionality works with HUDs

Particles do not. Don't have HUD prims generate them. If a HUD attempts to generate particles, they appear at <0,0,0> in the current sim, annoying your neighbors.

If a sound is triggered using llPlaySound(), only the HUD wearer will hear it. If the land parcel they're over restricts sound entry/exit, the sound will not play.

If a sound is triggered using llTriggerSound(), the wearer and any bystanders will hear it.

Scripted movement of HUD pieces is relative to the attachment points. The position vector used by llSetPos() is interpreted as . A depth of -1 will render in front of a depth of 0.

Since HUD attachments cannot be clicked thru even if they're invisible, the common solutions to getting them out of the way are moving them and shrinking them.

If you are trying to move the HUD around relative to it's current position. Use llGetLocalPos() rather than llGetPos().

example:

llSetPos(llGetLocalPos() + (<0.25,0,0> * llGetLocalRot()));


Solving problems with HUDs

HUD is invisible

This problem arises when the person who made the HUD (or gave it to you) as a screen resolution greater than yours: The HUD is attached at the position that it had on their screen, but that is outside your field of view. The solution is:

  1. Attach another HUD (one that you know works properly for you).
  2. Right-click it and select "Edit".
  3. Zoom out until you can see the other HUD.
  4. Left-click on the stray and move it back within the white rectangle marking your viewer's screen size. Note: use the arrowheads to move the HUD, clicking on the arrows' tails sometimes drops you out of edit mode.
  5. Close the Edit window to return to normal viewing.