explosions???
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Brookston Holiday
Registered User
Join date: 29 May 2005
Posts: 58
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08-23-2006 01:49
I was sailing a new boat around today, and right after I crossed a sim border it broke into all it's pieces and an explosion animation played... Was this griefing or built into secondlife? I don't get why this would happen.
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Axel Truss
ssurT lexA
Join date: 2 Feb 2006
Posts: 251
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08-23-2006 01:56
lol, well it would have to be a script in your object....or maybe a super griefer tool tht move your linksets
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CJ Carnot
Registered User
Join date: 23 Oct 2005
Posts: 433
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08-23-2006 02:10
Sim border crossings are notoriously bad, are you sure it wasn't just that ? Did the vehicle "reassemble" itself after ?
If not, then for some reason the creator of the boat put a script in it that detected the sim border and unlinked it, thus destroying it... an amusing comment on the state of SL vehicles but rather unfortunate for you. I'd ask for your money back. Whether you ask this of Linden Labs , the vehicle designer or both is up to you.
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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08-23-2006 02:13
I believe a script needs permission before it can link or unlink, so this was probably a system error when you were passed from one sim to the other.
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Spurs Seattle
Registered User
Join date: 10 Apr 2006
Posts: 23
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08-23-2006 08:48
Well, I have had an aircraft delink on me without warning (non phys mind you) on sim crossing, but no explosions. I should perhaps point out that Mr. Brookston probably built the boat in question, he makes yachts, damned fine ones in my opinion. So I dont think he put the explosion script in without his knowledge.
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Troy Vogel
Marginal Prof. of ZOMG!
Join date: 16 Aug 2004
Posts: 478
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08-23-2006 09:14
I am no expert but my guess is, one of the following happened: 1-The physical prims in your vehicle got compressed together due to sim crossing intersecting with each other and thereby creating and explosive push force to each other which might have caused your vehicle to explode into pieces. -- somewhat unlikely.
2-I noticed that when a physical object intersects with an avatar accidentally (I am not talking about bullets), both the avatar and the item are pushed in opposite directions. This must be a feature not a bug. So if somehow, one of the sims forgot that you are riding/sitting on the vehicle, it might have somehow calculated an intersection between your avatar space and a physical prim's space and therefore created an explosion and push force that would cause things to delink and fly in different directions.
The last time the effect you decribed happend to me was when the freebie canoe from 2003 worked. It did the exact same thing to me. But this was almost more than a year ago. That item no longer works.
Hope your item was copy enabled. Most sim crossing ones should be if you ask the experienced builders.
Hope that helps,
Troy
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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08-23-2006 09:21
I've had a few non-phys vehicles (high-prim count) come unlinked on sim crossings. Hasn't happened to me in awhile, but I'm streamlining my builds as much as possible (below 80 prims). My last beast of a ship has 130 prims at it's max 
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ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
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08-23-2006 10:14
I have intentionally set linked objects to physical, then unlinked them as it makes them explode and blow apart. This was all for fun of course, playing with the physics engine. I suppose something similar could happen to a vehicle. Doesnt the vehicle script set it to physical? So if a sim crossing caused it to unlink it could make for a fine explosion.
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Selkit Diller
Registered User
Join date: 18 Mar 2005
Posts: 83
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08-23-2006 10:21
AFAIK, when they made it so prim parameters can only be edited one at a time, physics-exploding no longer worked, as you would then end up with an unlinked object and the physics-enabled parent object would harmlessly fall. Pity that in doing this, they nuked the ability to edit material types by group, to edit prim params as a group (Setting multiple objects phantom), and generally, just borked another useful build feature. Anyone who's tried to set material types so they get appropriate collision sounds without using scripts, after finishing the build, knows what I'm talking about.
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Brookston Holiday
Registered User
Join date: 29 May 2005
Posts: 58
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08-23-2006 15:25
Thanks for all the responses, and thank you Spurs for the kind compliment.
Yes the boat was one I built, but I was trying out Kancre Greenacre's (spelling?) tako scripts. Yes, everything de-linked and flew in different directions (my minimap looked like a light blue minefield) and I spent the next few minutes flying around deleting things. It happened fast, but I could swear there was a fire-like explosion effect, but it sounds from the posts that this sort of thing no longer happens... hmmmmmm.... Perhaps it has to do with the fact that the vehicle was at the very limits of linkable size.
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Heuvadoches Naumova
Equus Exoticus
Join date: 6 Oct 2005
Posts: 174
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08-23-2006 17:27
From: CJ Carnot Sim border crossings are notoriously bad, are you sure it wasn't just that ? Did the vehicle "reassemble" itself after ? If not, then for some reason the creator of the boat put a script in it that detected the sim border and unlinked it, thus destroying it... an amusing comment on the state of SL vehicles but rather unfortunate for you. I'd ask for your money back. Whether you ask this of Linden Labs , the vehicle designer or both is up to you. As one would get the same result from both LL and the builder. Caveat Emptor From: Brookston Holiday Thanks for all the responses, and thank you Spurs for the kind compliment. Yes the boat was one I built, but I was trying out Kancre Greenacre's (spelling?) tako scripts. Yes, everything de-linked and flew in different directions (my minimap looked like a light blue minefield) and I spent the next few minutes flying around deleting things. It happened fast, but I could swear there was a fire-like explosion effect, but it sounds from the posts that this sort of thing no longer happens... hmmmmmm.... Perhaps it has to do with the fact that the vehicle was at the very limits of linkable size. That "fire like effect" you are describing is the 20 or so prims colliding with you and each other, firing off a set of "collision sprites"
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
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08-25-2006 19:21
There is a known bug where prims that just barely pass the linkability rules (which are a function of prim size and distance from other prims) can fail the same linkability rules when the object is rotated. My guess is that your vehicle fell into the category of barely linkable objects, and failed relink when crossing sim boundaries at arbitrary rotations. I've got a solution to the problem, but its implementation is not a small project and I haven't been able to fit it into the schedule yet.
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