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Try Before You Buy

Goyan Luchador
Carbon Based Humanoid
Join date: 23 May 2004
Posts: 218
08-02-2004 14:22
This probably has been suggested before, but if we could just try some object, or item of clothing for two minutes before we decide to purchase it, our linden bucks would be better spent. When the two minutes are up, it goes right back into the vendors inventory. Thanks!
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
08-02-2004 17:04
Actually, you can already do this with scripted objects.

At some point, I'll sell a package to allow people to do it easily.
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Goshua Lament
Registered User
Join date: 25 Dec 2003
Posts: 703
08-02-2004 20:06
From: someone
Originally posted by Catherine Omega
Actually, you can already do this with scripted objects.

At some point, I'll sell a package to allow people to do it easily.


I would love this.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
08-02-2004 22:25
Sure, just make the item no copy / no mod and add a script that basically calls a timer state with whatever number of seconds you want to preview, then the timer state have:
LLDie();

That's the easy way, but a person could put the item away before the timer is up, and essentially reset the timer.

You could also store an integer value of the time in an on_rez state, and then have a timer event set to 5 seconds or so, get the current time, and do essentially:
if newtime - oldtime > numberofseconds then LLDie()

that would make it delete regardless of whether a player puts it away or not.

note - both methods assume the object is linked. for trial objects with multiple linked sets of prims, the script would have to be put in all of them.
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
08-03-2004 00:14
The original poster did mention clothing though. This we can't do. So yeah, I quite like that idea too.
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
08-03-2004 06:24
From: someone
Originally posted by Hiro Pendragon
Sure, just make the item no copy / no mod and add a script that basically calls a timer state with whatever number of seconds you want to preview, then the timer state have:
LLDie();

That's the easy way, but a person could put the item away before the timer is up, and essentially reset the timer.

You could also store an integer value of the time in an on_rez state, and then have a timer event set to 5 seconds or so, get the current time, and do essentially:
if newtime - oldtime > numberofseconds then LLDie()

that would make it delete regardless of whether a player puts it away or not.

note - both methods assume the object is linked. for trial objects with multiple linked sets of prims, the script would have to be put in all of them.


One way I do it, is to make the item non-modifiable, and have the script store the remaining time in child linked prim of the overall object. As the minutes tick away, the name of that prim lowers from 120, to 60, and finally to 0 minutes. At that point, you warn them that they had better got off the vehicle, then call llDie. *poof*, gone forever. Great for test-drives and rentals.
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CrystalShard Foo
1+1=10
Join date: 6 Feb 2004
Posts: 682
08-09-2004 11:00
I'd love to see this idea happening on the system itself - since you cant really script an outfit.

And frankly, outfits are among the most important things to check their looks on you before you buy.