Now this is odd. Yesterday I discovered that a "nav light" script, which is supposed to flash alternatively between two colours, worked well in SL, but not at all in OpenSimulator. The script from from the SL forums (see https://community.secondlife.com/forums/topic/207399-script-for-quotairport-lightsquot/) where one of my AVs asked for help.
What it does is to alternatively assign part of a texture to all of the faces of the object. In SL this was a sculptie or mesh that formed when placed properly at the landing pad appeared to be 4 or 8 separate lights. This method was used because it used less resources from a server - if I had a dozen of these at one location I didn't want it increase lag. The attached image is a sample of four types of textures I used. Yesterday, when I tested this at the Curious Sandbox in SL, it worked perfectly. When I tested it in the Seconds standalone on a single prim, it just went BLACK. Very odd.
//---------------------------------------------------------------------------------
integer amIOn = FALSE;
default
{
state_entry()
{
// Set the texture just once
llSetTextureAnim(
ANIM_ON | LOOP ,
ALL_SIDES,
4,
1,
0.0,
4.0,
1.0
);
// Set the texture "off" initially
llSetPrimitiveParams([
PRIM_FULLBRIGHT, ALL_SIDES, TRUE,
PRIM_GLOW, ALL_SIDES, 0.2,
PRIM_COLOR, ALL_SIDES,
]);
}
touch_start(integer num)
{
amIOn = !amIOn;
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES,
]);
}
}
//---------------------------------------------------------------------------------