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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
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12-10-2003 08:22
I'm not sure I ever saw an answer to this. But since this is the sort of thing I like to do in SL, I'd like to know.
Say I build a shooter game. I'm 100 prims from my limit on my 1/16th sim of land. I've created the game such that two teams of three can play.
These people will need to:
- rez guns, likely automatic. - Shoot bullets.
Will this be possible, or will the gun prims, and bullets, be considered "my" prims temporarily, such that if the guns bring me close to my limit, and then a few bullets (very short lived prims) are fired....the guns will stop working until a few of the bullets die? In the meantime, will the users see lengthy chat spam of "SYSTEM ERROR: CAN NOT REZ OBJECT, PRIM LIMIT REACHED"?
Or...are the guns and bullets, which are not owned by me, considered part of the gun owners/shooter's allocation?
This "hard" prim limit is scary.
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Bit Phaeton
Senior Member
Join date: 14 Nov 2003
Posts: 82
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12-10-2003 08:29
I think I asked a Linden in game a similar question, and the answer was:
Avatars get a smallish number of primitives that follow them around, so you can rez/attach a fair amount of stuff anywhere within your immediate vicinity.
The "hard" prim limit is for builds
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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
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12-10-2003 08:31
A bullet can move a long way from the user. But if your answer is accurate, I'd be interested in the details of this "buffer" you have info on.
And then...say somebody wants to rez a chair on my land, but I've capped my allocation. Can they do it? If so, what happens to the chair after x seconds, or if the owner moves x distance away...?
Ah also...
What about temporary prims I rez? Some of you may remember my arena game...monsters would rez based on proximity, live about 10 seconds, and die. The number of these mobs is impossible to predict, as they can change drastically based on how fast the player moves, etc. Are these counted against my allocation? And what about the bullets and freeze bubbles they'd shoot?
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Cory Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 173
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12-10-2003 09:18
A new feature for 1.2 is the concept of a temporary item. A temporary object has the properties that when it is rezed it: a) doesn't count against your parcel allocations b) gets deleted automatically after a little while c) isn't returned to your inventory when it deleted or falls off the edge of the world
So, changing items that tend to be, well, temporary to "temporary" should work well.
Cory
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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12-10-2003 10:31
What about long-lived temporary items, like the birds I've been releasing into the world? They've got a half-life of about 30 hours before going off-world, which is a lot longer than a bullet's going to be around for, but they won't be around forever.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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12-10-2003 10:37
Not to hijack this thread, but I think these questions have some relavence...
1. So when an object goes off world, its just deleted? This would be worrysome especialy if its an important object that you only have one of and you payed top L$ (or USd with the new scheme) for it.
2. Lets say a friend owns some land and lets me build something on it, will my build get deleted after a certain amount of time?
3. If you know, what will be the time limit before things get deleted?
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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12-10-2003 10:52
From: someone Originally posted by Oz Spade Not to hijack this thread, but I think these questions have some relavence...
1. So when an object goes off world, its just deleted? This would be worrysome especialy if its an important object that you only have one of and you payed top L$ (or USd with the new scheme) for it. Only if you make it a temporary object. You can get the same effect right now by putting llSetStatus(STATUS_DIE_AT_EDGE, TRUE); in a script.
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perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
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12-10-2003 17:16
So there will be an actual "setting" that you put on a prim, that determins if it is "temporary" or not?
Is this setting scriptable? And what's "a little while"? I'm sure it's been tested, just curious.
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