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Bullets costing money flying off world.

Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
01-14-2003 00:24
For those gun owners you will know what I mean.

In my guns my bullets are set to die (like most other guns), when they hit something or fly a long distance.

During the time they are "alive" they cost $10 each, but I get refunded as they die. Now if they fly out of the sim boundry into the unknown, they end up costing me $10 and they get put into my lost and found. As if I buy them. Now the same rule should apply to any other object that flys off world.

But if you delete an object or release an object that you currenly have in your inventory, you get your money back and still have this item in your inventory.

Now same should apply to bullets or objects that fly past the sim boundries. I am glad for the lost and found, for objects I am working on flying out of control, and this acts as a save feature instead of loseing all the work that was done after last save to inventory, but I think these objects once placed in Lost and found should be credited back to our accounts.

For those who play with object movement scripts and guns, we could go broke by experimenting with our scripts.
Bino Arbuckle
Registered User
Join date: 31 Dec 2002
Posts: 369
I wholeheartedly agree...
01-15-2003 07:32
I was testing a gun out in the Outlands, and I lost a lot of money to bullets going off-world (was a machine gun). I didn't realize that going off-world would do that and it set me back quite a bit.

I tried dragging them out of the L&F into the world, and it would cost me $10 then give me back my $10 when the bullet self-destructed... an appropriate solution would be to have L&F items not cost anything to re-rez, so that when you deleted them (or they die) you get your original cost left.

We shouldn't be penalized by a limitation of the system. Or we should at least be advised of it so we don't fire our guns with an off-world sim edge as our horizon :-)