Invisibility
// global variables string texture_a="invis1"; // use a "blank texture here. The easiest // way to get it is by selecting the "blank" // from the texture picker and then copying // it to your inventory. Either call it // "invis1" or change the value for texture_a // to be the name you choose. key texture_b="ffffffff-ffff-ffff-ffff-ffffffffffff"; // The above is a key for an "image not available" texture which is // globally available. I chose it because it is simple and easy for // just about any client to load. // gloabl functions // This is the function that makes an object "invisible" invis() { llSetTexture(texture_a,ALL_SIDES); llSetAlpha(0.0,ALL_SIDES); llScaleTexture(500.0,500.0,ALL_SIDES); llSetTexture(texture_b,4); llSetTexture(texture_a,4); llSetTexture(texture_a,2); llSetTexture(texture_b,2); } default { state_entry() { invis(); // call the invisibility function on entry. } on_rez(integer i) { invis(); // Call it upon being rezzed :-) } }