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Temp Rez Objects

Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
04-27-2009 13:37
From: Talarus Luan
I'd be curious to know how it can tell the difference between a normal prim and a temp-on-rez prim. I don't know of anything in LSL that can distinguish, unless it is an undocumented feature or call.
llGetPrimitiveParams http://wiki.secondlife.com/wiki/LlGetPrimitiveParams
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-27-2009 14:03
From: Meade Paravane
That just tells you the raw count tho, right? Not where the prims actually are..
Yes, but it lets you narrow the location down to a parcel. If you really need to know and you're the landowner, you can split the parcel up and do a binary search.

Another thing you can do is use a scanner looking for changes in the UUIDs of prims at the same location.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-27-2009 14:05
From: Nika Talaj
That doesn't work for other prims than the one the script is in.
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
04-27-2009 16:02
From: Argent Stonecutter
Yes, but it lets you narrow the location down to a parcel. If you really need to know and you're the landowner, you can split the parcel up and do a binary search.

Another thing you can do is use a scanner looking for changes in the UUIDs of prims at the same location.


Well, looking at what Phil says it does:

1) By wearing it, you'll be able to tell if any temporary prims exist, both on a parcel and throughout the sim.

That is doable with llGetParcelPrimCount, for sure.

2) It also shows the X and Y coordinates of them, but not the Z.

This part is the curious one. This could be done with the UUID-change scan trick, but I wonder why the Z position would have been omitted, unless it was just a design decision in the output (from 2D thinking or somesuch). It reminds me a bit of a land function, though, since land functions mostly work in 2D. The UUID-change trick would seem to me to be a bit ineffectual, having to scan unfiltered, and limiting to the closest 16 objects, which means you would have to get very close to it to see it anyway.

Dunno. Anyway, I was just wondering if there was something I missed in LSL which would do this function in a rather elegant fashion. :)
Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
04-27-2009 17:07
The Z coordinate always seems to show 21 regardless of the height they are at. The temp rezzers that I'd forgotten about were thousands of meters in the sky. On the other hand, Felix found a temp rezzed object *at* 21m height.

I can't guarantee that the X anY coordinates are those of the object or of the parcel, but it does give X and Y coordinates.
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Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
04-27-2009 17:16
Looking at the script it has scan coordiantes as 0,0,21. So 21 will always appear in the results I guess. I just got lucky to find that object that just happened to be at 21m high. I just pulled out the scanner again and it gave me coordinates for 7 items all ending in 21 for the Z position, but those are bullets because a battle is currently happening.

It works but I wonder why the last coordinate is set to 21 in the script.

**edit** Apparently it was not bullets but someone with a scanner that has 5 or 6 drones flying all over the sim.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-27-2009 17:16
Interesting. Phil... could I see a copy of this script?
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Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
04-27-2009 17:37
The script is hard-coded to report 21 as the z-axis position.

It is always reporting that I have something @ 0,20,21 among some other temp-rezzed items. I am running a probe to try and find the thing @0,20 from ground level to 4096m up, so far, nothing.
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