Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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02-23-2004 06:05
I know very little about building or scripting, and I have run into a problem I cannot solve.
I have an elevator, and I run it with a sc ript I bought.
I don't think the problem is to do with the script, because it doesn't do anything about the position of the object apart from taking it up or down.
What I have discovered is that when the elevator comes down, it's not in the right position. I have found that when I delete the script, position the elevator correctly, and then enable physics, the elevator shoots off a few yards further back and to the side. I was experimenting today, and did a second edit while it was in the wrong position, and when I exited it shot off into a rock wall and vanished. A couple of days ago, a part of a build turned up two sims away, presumably for the same reason.
Does anybody have any idea why this might be happening?
And secondly, can someone remind me of the command which allows you to see underground. I've explored the toolbar endlessly, and can't find it.
Thanks.
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Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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02-23-2004 06:43
Update:- I've now discovered which boxes to click to get the surface detail removed, and I have recovered my elevator. But I still don't know the answer to my first question, why enabling physics should make an object shoot to a new position when there are no forces acting on it. If anybody could educate me I would be grateful. 
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Lumiere Noir
Ivory Tower Dweller
Join date: 25 Dec 2003
Posts: 212
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02-23-2004 10:22
Selador,
Any physics enabled object tends to be odd and ill mannered at times, and elevators need some elbow room around other objects. What you're describing here sounds more like the llMoveToTarget positioning settings might be off from floor to floor, or that when you first pull it out, it's trying to align itself to those positions but cannot.
Physics based elevators won't work unless they have physics enabled, and when they are enabled, they can get a bit rowdy.
I've built several elevators and would be happy to help if you need it.
Lum
_____________________
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Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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02-23-2004 12:07
Lum,
I discovered that this happens when either the script sets it to physical, or if the script is disabled and I do.
The correct position of the elevator should be:-
X 67 Y 99.556 Z 7.723
As soon as I enable physics it jumps to:-
X 65.474 Y 94.691 Z 8.116
I admit it's close to stuff, but it has to be to allow me to get on it without flying.
If you don't add anything here, I'll try to catch you online.
Many thanks.
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Lumiere Noir
Ivory Tower Dweller
Join date: 25 Dec 2003
Posts: 212
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02-23-2004 12:35
Selador Let's meet in world, I'll do what I can to help then.
Lum
_____________________
Want to learn to build? Visit the Ivory Tower Library of Primitives at Natoma (205, 170)
Have an Edifice Complex? Join the building group Edifice Rex, IM me by name!
PrimWiki! http://ivorytowerlibrary.com/primwiki Ivory Tower Forums http://ivorytowerlibrary.com/forums Natoma Picayune http://ivorytowerlibrary.com
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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Elevator-In-A-Box
02-24-2004 06:52
Elevator-In-A-Box Introducing the Free, Elevator in a Box, with self-rezzing elevator shaft!
Come to Hank's Bar and Grill for your free copy. Can be adjusted for fixed height floors, or custom floor heights and stops. Has an auto-rezzing elevator shaft, up to 50, 10 meter sections. Elevator works well up to 500 meters. This is a no-sit, physics elevator. Speed is adjustable from slow and steady, to insane speeds, with an autospeed option.
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