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TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
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08-09-2006 11:45
I would lik eto sugest he adition of a "disposable" flag for prims/objects that if enabled would kill the object instead of sending it to the owner's lost and found if it gots returned.
I have a pet that follows me around, but on some parcels it gets autoreturned, to have it following me all the time I coded a script to re-rez it when it is gone, but after a while I end up with several copies of it on my lost and found. With that flag avaiable each time somthing try to send it back to me it will simply disapear without adding copies and copies to my inventory I also have some experimental projects that parametricly rezzes an array of prims, unfortunatly without them being "disposable" the rezzed prims acumulate massivelly in my lostandfound folder after a couple of experimentations
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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08-09-2006 12:15
There is a setting you can set using a script. llSetStatus(STATUS_DIE_AT_EDGE,TRUE)
Edit: I see this only applys to going off world. They should be able to change it to return as well.
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TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
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08-09-2006 12:20
From: grumble Loudon There is a setting you can set using a script. other than making the object extremelly short lived by setting it to temp (which would have it disaperaing even on my (groups) own land) I have not found how to do it, could you please enlighten me?
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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08-09-2006 13:47
Interistinly there seems to be a strange feature of PRIM_TEMP_ON_REZ http://secondlife.com/badgeo/wakka.php?wakka=TemporaryOnRez>The following behaviour was observed in 1.10.1, 6-June-2006. Creating an object and then > setting the "temporary on rez" property does not appear to make the object temporary. > (eligible for garbage collection) directly. Neither does setting the "temporary on rez" > property on an existing object decrease the number of objects the simulator thinks > are on the parcel. >Temp-on-rez only affects newly rezzed objects to allow the master to be worked >on without having it disapear (due to garbage collect) this is an existing behavior, not new. This means that it may be posible for your pet to cycle the "Temp on rez" in order to have it "Temp on rez" when it is retuned. and not temp on rez when it enters a new sim.
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TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
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08-09-2006 15:48
From: grumble Loudon This means that it may be posible for your pet to cycle the "Temp on rez" in order to have it "Temp on rez" when it is retuned. and not temp on rez when it enters a new sim. wouldn't that makle it be deleted way more often, includding on my (group's) own land? a "disposable" object would behave as a regular object untill someone/something other than the owner tries to remove it, then it would act as a temp object edit: oh, and I have tryed using a timer to switch ona nd off the temp flag, and aparently depending on the order of the commands the object would behave just like either a regular non-temp or a temp object
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