si Money
The nice demon.
Join date: 21 May 2003
Posts: 477
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03-05-2004 16:43
I bug reported this, but haven't heard back on it in a while now, so I guess i'll stick it here as well. I was working on something which rezzes for-sale items as needed, but unfortunately I found out that llRezObject clears the 'for sale' flags on objects it rezzes. Dragging the item out of the object's inventory into the world, does not. Can we get this fixed? It's holding up progress 
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Like a soul without a mind In a body without a heart I'm missing every part -- Progress -- Catherine Omega: Yes, but lots of stuff isn't listed. "Making UI harder to use than ever" and "removing all the necessary status icons" things.... there's nothing like that in the release notes. 
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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03-06-2004 13:38
si, I wanted to do something like this too, but simply gave up when I realized this bug. I guess I should have taken my slacker butt here and reported it.
Thanks =D
I'd much rather rely on the built-in sales system to handle the transaction (and rollback if something goes wrong) than to write to write such a thing myself, especially since you get no event handler for whether the person accepted the item or not.
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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
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03-09-2004 06:46
The same thing happens if you have an item for sale, and just drag copy it. The for sale info gets shut off on the copy.
It might be a bug, but I think it's far more likely that it's intentional behavior. When you put an item up for sale, you explicitly tie that for sale data to the key of the object. When you rez another, or copy it, you generate a different key, so the data doesn't stick. A copy of an object is actually not related to the original insofar as it's system ID (which would be great cuz then we'd have collections), it's a totally new object.
I ran into this with sliding doors...one door "tells" the other door to open. The listening door knows that it's the "partner" door based on the key. Works great. Take a copy of each door, put them somewhere else. Doesn't work, cuz the keys are different. I figured something else out of course, but only because I can "tell" the other door the new key. If you could set soething up for sale in a script, maybe that would help.
That's my guess anyway.
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si Money
The nice demon.
Join date: 21 May 2003
Posts: 477
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03-09-2004 10:23
From: someone Originally posted by Tcoz Bach The same thing happens if you have an item for sale, and just drag copy it. The for sale info gets shut off on the copy.
It might be a bug, but I think it's far more likely that it's intentional behavior. When you put an item up for sale, you explicitly tie that for sale data to the key of the object. When you rez another, or copy it, you generate a different key, so the data doesn't stick. A copy of an object is actually not related to the original insofar as it's system ID (which would be great cuz then we'd have collections), it's a totally new object.
I ran into this with sliding doors...one door "tells" the other door to open. The listening door knows that it's the "partner" door based on the key. Works great. Take a copy of each door, put them somewhere else. Doesn't work, cuz the keys are different. I figured something else out of course, but only because I can "tell" the other door the new key. If you could set soething up for sale in a script, maybe that would help.
That's my guess anyway. Actually, I verified that if I take a copy from the object's inventory and drag it in world, the 'for sale' flags are indeed correctly set. I did not test it from my own inventory though, but it did work from object inventory.
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Like a soul without a mind In a body without a heart I'm missing every part -- Progress -- Catherine Omega: Yes, but lots of stuff isn't listed. "Making UI harder to use than ever" and "removing all the necessary status icons" things.... there's nothing like that in the release notes. 
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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
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03-10-2004 05:07
Interesting, as it doesn't work from inventory or drag copying.
Was the object that you dragged out of the object's inventory an object you created, and had explicitly set copy perms on it? I think I can see why this would work from an object's inventory...did you try dragging multiple copies of the object into the world?
Hmm.
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Shadow Weaver
Ancient
Join date: 13 Jan 2003
Posts: 2,808
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03-12-2004 10:47
Si, I just seen this , this a known bug to the lindens and at the moment they are hoping it will get fixed with 1.3. However when 1.2 came out and we figured this bug out I reverted to a diferent methodology of sales using a script to "Give" the Articles to an individual. This bug also is in effect for sell contents. So hence Andrew had told me back then they would work on this when Upshaw and I developed the Rez Vendors that Pahoa and I have been utilizing for over several months now.
Yes it would be nice to have it so that an article could be made for sale based soely on rezing it but currently with the bug at hand that will not change till 1.3
Plus I have gotten used to the Script Sales better because there is so much more I can do with it.
Shadow
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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03-12-2004 12:19
Any word on this being fixed in 1.3? I need it for a 'unique' purpose.
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