FGM Menu

All of our FGM series trees are touch menu driven. The main menu (shown on the right) displays sixteen scripted options.  Some lead to other menus and will be described below:

First Row

Colour opens a submenu that displays the RGB settings and buttons to “shade” the tree by adding or subtracting red, blue, and green values in increments of ten (10).  A button on this menu labeled Base will open a secondary submenu listing a dozen preset colour choices.  The Size button also opens a submenu that offers a dozen preset heights.  Some trees will scale to twenty (20) meters, others to ten (10), and a few of the flowering bushes to five (5).  The Texture button, on the top right, simply rotates the tree through it’s texture set.  Most trees have at least three seasonal textures and one with greyscale leaves useful for tinting.

FGM Main Menu

FGM Main Menu

Second Row

The glow, light, and neon buttons work together.  The light button, in the middle, toggles the fullbright feature.  These buttons all do what they say.  In the sample screen, the middle button says “Light Off” meaning that if pressed, it will turn the fullbright feature off.  It will also update the button to say “Light On” meaning that if pressed, it will turnt he fullbright feature on. Glow On and Neon On both produce triple effects of toggling on the fullbright feature, disabling the light button, and initiating their appropriate glow settings.  Neon is obviously the higher setting of the two.  Turning off glow or neon toggles fullbright off, reenables the light button, and changes the glow setting to zero.

Third Row

The Effects button opens a submenu listing a dozen particle settings for the tree.  Only one of these may be active at a time.  They differ in some of the trees but generally range from weather effects to light rays or fireflies and such.  Group On is added by request and allows a tree to be set by any member of the group to which it’s assigned.  The tree does NOT need to be shared with the group; it only needs the group listed in the Edit setting below the owner’s name.  This feature works just like the other toggles by renaming the button Group Off when active so that they button does what it says it will do.  Help offers the user an inworld notecard containing this information but with specific changes noted per tree.  The fruit dropping series, for example, explains that unique feature in some detail whereas the other trees hand out notecards that don’t mention it at all.

Fourth Row

Close sets the script back to it’s standard state waiting for a touch event.  Reset literally changes all settings to their default and restarts the script as though it had just been rezzed.  Descript was also added as an often requested feature.  It removes the main script from the root prim and the necessary small scripts from the children.  The smaller scripts only perform size and movement operations needed to resize the tree; everything else is executed directly from the main script.  All inter-script communication is performed internally rather than via chat channels and listens.  In fact, the only listens involved are necessary for using dialog boxes.  Everything that I know to do makes the scripts operate efficiently causing as little load on a sim as possible.  However, should you wish to remove the scripts, the feature is available.  If you change your mind, the trees are copyable so you can always rez another.

The Ignore button drives me bananas.  It’s okay to ignore the menu and have it simply close without doing anything.  But I would truly appreciate it telling the script that it’s been pressed so the state can reset without having to time out.  The Lab’s response to this request has consistently been that some scriptkiddy griefer type will use the ignore response to maintain a dialog box flood and make life miserable for members of the community.