Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Automatic Door

Jolly Heron
www.ideashape.cn/
Join date: 18 Apr 2007
Posts: 71
01-22-2008 21:37
How to make an Automatic Door ? It opens automatically if there's a resident nearby.
_____________________
Different Virtual Worlds: http://www.ideashape.cn/
Bradley Bracken
Goodbye, Farewell, Amen
Join date: 2 Apr 2007
Posts: 3,856
01-22-2008 21:41
From: Jolly Heron
How to make an Automatic Door ? It opens automatically if there's a resident nearby.


Jolly,

Someone may come along and answer but you may want to post in the scripting tips thread here: /54/1.html where you are more likely to get a quicker response.

See folks! I was able to direct Jolly in a kind and gentle way. :D
_____________________
My interest in SL has simply died. Thanks for all the laughs
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
01-22-2008 22:13
From: Bradley Bracken
...you may want to post in the scripting tips ...
But over there, we'll ask deep philosophical questions about "doorness." Like:

- How does it open? (swing through some arc? slide? change textures and go phantom?)

- For whom does it open? (just everybody? everybody in the same group as the door prim? a list of authorized agents? the group plus others? should it work for the owner even if s/he's not in the group or authorized list?)

- How should it detect that there's somebody nearby? (does it have to use a sensor, or can there be a prim with which the nearby avatar can collide to trigger the door opening?)

There are several basic door scripts in the Scripting Library. One is called "Timeless Linked Door"--which addresses another variation: it permits the door to be part of a linked assembly. Not sure any of them are scripted to respond to collision_start() or sensor() but one of them might be a place to start getting familiar with door scripts.
_____________________
Archived for Your Protection
Bradley Bracken
Goodbye, Farewell, Amen
Join date: 2 Apr 2007
Posts: 3,856
01-22-2008 22:33
From: Qie Niangao
But over there, we'll ask deep philosophical questions about "doorness." Like:

- How does it open? (swing through some arc? slide? change textures and go phantom?)

- For whom does it open? (just everybody? everybody in the same group as the door prim? a list of authorized agents? the group plus others? should it work for the owner even if s/he's not in the group or authorized list?)

- How should it detect that there's somebody nearby? (does it have to use a sensor, or can there be a prim with which the nearby avatar can collide to trigger the door opening?)

There are several basic door scripts in the Scripting Library. One is called "Timeless Linked Door"--which addresses another variation: it permits the door to be part of a linked assembly. Not sure any of them are scripted to respond to collision_start() or sensor() but one of them might be a place to start getting familiar with door scripts.


Ouch, you're making my head hurt!
_____________________
My interest in SL has simply died. Thanks for all the laughs
Caroline Ra
Carpe Iugulum
Join date: 20 Dec 2006
Posts: 400
01-22-2008 23:23
If you dont want to self script try NDE doors
_____________________
The secret of life is honesty and fair dealing. If you can fake that, you've got it made.
Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
01-22-2008 23:31
From: Caroline Ra
If you dont want to self script try NDE doors

I will second that for automatic doors. And the Scripting Tips forum, if you actually want to learn how.
_____________________
Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims!

House of Cristalle low prim prefabs: secondlife://Cristalle/111/60

http://cristalleproperties.info
http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
Slack Zapedzki
secondBiTS.com
Join date: 13 Feb 2007
Posts: 360
01-23-2008 01:59
From: Bradley Bracken
See folks! I was able to direct Jolly in a kind and gentle way. :D

Jolly well done!
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-23-2008 03:57
::thinks of all the door types qie mentioned::
yup built all those, using all those methods, and several variations... btw you forgot doors that modify hole size, and ones that aren't really doors but teleports to other rooms/places
_____________________
|
| . "Cat-Like Typing Detected"
| . This post may contain errors in logic, spelling, and
| . grammar known to the SL populace to cause confusion
|
| - Please Use PHP tags when posting scripts/code, Thanks.
| - Can't See PHP or URL Tags Correctly? Check Out This Link...
| -
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-23-2008 06:52
llVolumeDetect is an LSL script command that can tell if an avatar is standing in a certain volume of space, and can trigger other LSL commands based on that determination. Ask on the scripting forum and they will explain it.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
01-23-2008 07:10
From: Cristalle Karami
I will second that for automatic doors. And the Scripting Tips forum, if you actually want to learn how.


I have a question about NDE doors. Some of my houses use them, always in a double door configuration. However, the "double" setting does not work. The NDE manual says the doors have to be linked together to get the "double" function...but I'm afraid to try and unlink them from the house.
_____________________
It's still My World and My Imagination! So there.
Lindal Kidd
Brick Infinity
Registered User
Join date: 1 Sep 2007
Posts: 83
01-23-2008 07:14
From: Lindal Kidd
I have a question about NDE doors. Some of my houses use them, always in a double door configuration. However, the "double" setting does not work. The NDE manual says the doors have to be linked together to get the "double" function...but I'm afraid to try and unlink them from the house.


I take it you actually switched the Double door feature on? If not, Click and hold the left mouse button while on the door. A menu pops up. One of the choices says "Double" Click it.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-23-2008 07:18
From: Lindal Kidd
I have a question about NDE doors. Some of my houses use them, always in a double door configuration. However, the "double" setting does not work. The NDE manual says the doors have to be linked together to get the "double" function...but I'm afraid to try and unlink them from the house.
I don't think you can link an NDE door to the rest of the house. I always kept them seperate in builds that I used them on.

One thing with NDE. If you use the 'sliding' options, then you MUST reset the script in the door every time you move the build. Failing to do so will cause them to move in extremely strange ways. The door settings that pivot open don't seem to have this bug.

NDE is a nice script set, for those who need/want to lock the doors with an access control script. But I have sort of given up on any door locking scripts, because a "locked door" in SL is so easy to bypass that a child could do it.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Brick Infinity
Registered User
Join date: 1 Sep 2007
Posts: 83
01-23-2008 07:20
From: Ceera Murakami
I don't think you can link an NDE door to the rest of the house. I always kept them seperate in builds that I used them on.


You can link them. The only thing to remember , is that they cannot be a parent prim in the linkset.
Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
01-23-2008 09:29
From: Brick Infinity
I take it you actually switched the Double door feature on? If not, Click and hold the left mouse button while on the door. A menu pops up. One of the choices says "Double" Click it.


Yes, I did that. And now the menu says "single", so I have to assume the double feature is active. But the doors still open one at a time.
_____________________
It's still My World and My Imagination! So there.
Lindal Kidd
Brick Infinity
Registered User
Join date: 1 Sep 2007
Posts: 83
01-23-2008 11:28
From: Lindal Kidd
Yes, I did that. And now the menu says "single", so I have to assume the double feature is active. But the doors still open one at a time.


Ok. Imagine you have 3 prims. 2 are double doors, and the third is the door frame.

With the edit window open, select one door, holding shift, select the other door, while still holding shift, select the frame. Now link the 3 prims together.

Providing the doors are as you said, set to double, when you click either door, the other will also open.

If it doesn't follow this, then you have a problem with ..err.. the script and need to get intouch with the NDE chap.


*EDIT*

To make is simpler, the doors need to be linked to another prim that is the parent for the double door feature to function. If they are not linked (to a neutral prim), they will only ever work independently.
Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
01-23-2008 12:10
From: Lindal Kidd
Yes, I did that. And now the menu says "single", so I have to assume the double feature is active. But the doors still open one at a time.

You have to do that for each door.
_____________________
Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims!

House of Cristalle low prim prefabs: secondlife://Cristalle/111/60

http://cristalleproperties.info
http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
01-23-2008 13:14
From: Cristalle Karami
You have to do that for each door.


I did.

:(
_____________________
It's still My World and My Imagination! So there.
Lindal Kidd
Bee Mizser
Registered User
Join date: 22 Apr 2007
Posts: 329
01-23-2008 13:20
Have to admit that I like the Paskis door script.

Is very simple, all set up by notecard using easy to follow instructions and works every time :)
Brick Infinity
Registered User
Join date: 1 Sep 2007
Posts: 83
01-23-2008 13:47
Agreed. The Paskis script is a good one, and the movement was smoother. Only thing I could never find a full perms one so I could use in my builds I sell.
Bee Mizser
Registered User
Join date: 22 Apr 2007
Posts: 329
01-23-2008 14:57
From: Brick Infinity
Agreed. The Paskis script is a good one, and the movement was smoother. Only thing I could never find a full perms one so I could use in my builds I sell.



It's about. You have to join his group and pay a fair bit IIRC, and restrict the perms (usually no trans) to the next owner. But he will sell it full perm on those conditions.