Unique Applause HUD - adrianomesl/script_shack_support GitHub Wiki
SS{sng}'s Unique Applause HUD is Unique Applause system for personal use. All the functionality from our Applause system is compacted in a minimalist HUD.
Configure the Applause HUD
Memory constraint
A configuration file will be processed up to the first 60 000 bytes. Everything beyond this limit will be ignored to prevent the script from crashing due to memory overflow.
Configuration file
Applause HUD is configured via a notecard. The settings are grouped in the following optional sections:
- [General]
- [EmoteVars]
- [Emotes]
- [Sounds]
[General]
ShowEmotes (yes|no) - Default: yes
Whether the emote should be said in local chat or not.
PlaySound (yes|no) - Default: yes
Whether the sound should be played.
[EmoteVars]
We can define variables to be used in emote phrases to inject values in real time. A variable must have a name and a value; as shown in the example below:
ArtistName = Paradorn
[Emotes]
List of phrases that are emoted in nearby chat. By default the owner's display name is added at the beginning of each emote; so it's expected that the phrase is written in third person, for example: screams loudly. We can however use a trick to turn the phrase into a regular sentence by adding a semicolon followed by a sentence: : I think this is great! (note the semicolon being the first character).
You can use any Unicode characters listed in the following page:
https://wiki.secondlife.com/wiki/Unicode_cheat_sheet
Variables
If we want to inject a variable we just use the name of the variable enclosed by {} like this: screams {ArtistName}'s name loudly. When this phrase is emoted everyone will see: ... screams Paradorn's name loudly.
Although emote variables are not required, using them makes it easier to share phrases with other Applause users.
Variables can also be used to re-use emotes without re-listing them in each artist-specific notecard. If the [Emotes] section is not present, whatever is in the HUD at that moment is kept an used. This means that you can create a configuration notecard with only [EmoteVars].
Don't worry if all this is a bit confusing now. Just know that the feature exists and go on using the HUD without variables. You'll find out what they are good for when you need them.
[Sounds]
You may use as many sounds as you want. The number is limited by available script memory. Keep in mind however that the script itself uses memory, as well as the list of emote phrases and, if you are using throttling, a record of users who have touched the object is also kept.
There are two ways you can use sounds:
-
Sound name. If you have restricted permissions on a sound; the only way you can use them is to copy them inside the object hosting the script and invoke them by name.
-
Sound UUID. If you have enough permissions on a sound you own, you can use it's UUID. Also, if you know the UUID of a sound you don't own but it's available in SL, you can use it.
To get the UUID of a sound you own:
- Open your inventory and look for the sound file.
- Right-click on the sound to open the contextual menu.
- Click the option: "Copy Asset UUID".
This will copy the UUID in your clipboard. From there, go to the settings notecard and paste the value as a line below the section titled [Sounds].
What's next?
We are here to help. Use the Contact page to learn how to get support.
Was this page helpful?
If this page was not helpful enough or it's out of date; please let us know; we want to make it better!.