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Deleting Part of a Script?

Treasure Ballinger
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Join date: 31 Dec 2007
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06-02-2009 09:44
I have a treehouse that I bought from a Fairy sim. I love it to death. When I first rezzed it, a bit later started hearing a wolf howl. People who were on my land could hear it too. I beaconed sound sources, etc, did all that I thought I should do to find it, didn't find it. It's random, every now and then, with no regularity. Started looking at my new treehouse. It has a waterfall, attached to a big rock. Finally found the sound source, by checking the 'Edit Linked Parts' box on the edit tool, and in the contents of that one part of the rock, found a long list of sounds, including the wolf howl and a 'wolfie.wav' file too. Along with crickets, frogs, birds and an owl. Those others are all fine I have no problem with them but that wolf howl and 'wolfie.wav' have to go, or I will get rid of the house. So, I deleted those 2. Got a message said I wasn't allowed to delete them, but still, they disappeared from the contents. Thought I was done. Then it started howling again. Could no longer see the files but the howl continued. Logged in the next day, the files were back in there again, and howling away. Any tips on how to really remove those 2 sound files without messing up the rest of the sounds? (Took me a long time to realize this was going on, I"ve had the house 2 months, but I am deaf and dont' always have on my hearing equipment when I am inworld, so just now hearing and noticing this. A test with friends confirmed that it's confined to my land.)
Damien1 Thorne
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Posts: 4,877
06-02-2009 09:47
Probably the best thing to do is contact the creator and see if they would be willing to help. If you aren't familiar with scripting, I wouldn't suggest you change anything in it.
Anjo Mirabeau
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06-02-2009 09:56
Sometimes even when you change or delete a script it won't do any good if the prim it was in isn't changed as well. It sounds like you will need the creators help on this. Good luck!
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Whimsycallie Pegler
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06-02-2009 10:04
will the script allow you to reset? often you have to hit the reset to bring changes about.
Treasure Ballinger
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06-02-2009 10:08
From: Anjo Mirabeau
Sometimes even when you change or delete a script it won't do any good if the prim it was in isn't changed as well. It sounds like you will need the creators help on this. Good luck!


Thanks, I will try resetting, as Whimsy suggested, and then contact the creator if that doesn't work. Thanks all.

Oh and Anjo, love the cute new plaid outfit I got from your cute store!
Meade Paravane
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06-02-2009 10:09
Can you select _just_ that one prim that has the sounds in it and do Tools -> Set Scripts to Not Running?
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Amaranthim Talon
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06-02-2009 10:09
There's a rather std 'environment sounds' rock available free in world - I don't not know if this was used in the construction onf your Treehouse- getting sounds to play is a relatively simple thing- u need the wav and a loop script- the loop script also freely available. If the creator cannot assist you and you do delete the 'offending' part- i am fairly certain i can help you with the replacement of bird sounds.
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Ephraim Kappler
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06-02-2009 10:13
You need to be able to modify the script and delete the part that plays the wolfie.wav howl. Otherwise the script will continue to try and play it and of course a script warning will be thrown when it cannot find the sound file.

If the script is 'no mod', contact the creator, as Damien suggested, and ask him or her to give you a copy that does not include the command to play the sound you deleted. It should only take them a moment to correct it for you.

Then you will need to delete the original copy of the script from your treehouse, replace it with the new version and, while you still have the treehouse selected, choose Tools > Reset scripts in selection.
Argent Stonecutter
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06-02-2009 10:17
From: Treasure Ballinger
Got a message said I wasn't allowed to delete them, but still, they disappeared from the contents. Thought I was done. Then it started howling again. Could no longer see the files but the howl continued. Logged in the next day, the files were back in there again, and howling away.
This sounds like the object is "no mod".

If the object is "no mod", you can no longer remove the contents of "no mod" items. :(
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Treasure Ballinger
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06-02-2009 10:22
From: Amaranthim Talon
There's a rather std 'environment sounds' rock available free in world - I don't not know if this was used in the construction onf your Treehouse- getting sounds to play is a relatively simple thing- u need the wav and a loop script- the loop script also freely available. If the creator cannot assist you and you do delete the 'offending' part- i am fairly certain i can help you with the replacement of bird sounds.


Well the rock that these sounds are housed in, is just a 'part' of a bigger rock, on which the whole treehouse is based. I don't know enough about building to know if I can replace the linked part of the rock that houses those sounds, but is that what you are suggesting? If it does come to that, thanks for offering to help me replace the sounds I DO like.
Anjo Mirabeau
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06-02-2009 10:22
Thank you Treasure :) I'm dropping you a copy with a sitting script in it. I didn't realise that one hadn't been updated!
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Amaranthim Talon
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06-02-2009 10:24
Yup that was the idea- it might let you - if it is mod- to delink that one piece and remove it. If it is editable, you hit edit, check off the edit selected box, then in tools, choose Unlink- then the one piece will have come off and youcan delete it. Make sure the whole thing is copyable too in case you mess up - but by far the esiest thing is to try and get the creator to change it for you.
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Treasure Ballinger
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06-02-2009 10:26
From: Anjo Mirabeau
Thank you Treasure :) I'm dropping you a copy with a sitting script in it. I didn't realise that one hadn't been updated!


Better and better, thanks!
Treasure Ballinger
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06-02-2009 10:27
From: Amaranthim Talon
Yup that was the idea- it might let you - if it is mod- to delink that one piece and remove it. If it is editable, you hit edit, check off the edit selected box, then in tools, choose Unlink- then the one piece will have come off and youcan delete it. Make sure the whole thing is copyable too in case you mess up - but by far the esiest thing is to try and get the creator to change it for you.


Yes, it is copyable and I already do have copy in inventory. Have to check if it's mod, don't remember.
Treasure Ballinger
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06-02-2009 10:28
From: Argent Stonecutter
If the object is "no mod", you can no longer remove the contents of "no mod" items. :(


Ok, thanks. Will check on that tonite, can't remember if it's mod or not.
Treasure Ballinger
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06-02-2009 10:30
From: Meade Paravane
Can you select _just_ that one prim that has the sounds in it and do Tools -> Set Scripts to Not Running?


This sounds good, but would that stop ALL the sounds? There's a bunch in there I DO like, so if I can do this, will be allowed to select which sounds to stop?
Argent Stonecutter
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06-02-2009 10:37
I suspect that it's actually no-mod and if so you won't be able to stop them from running either.

Have you tried clicking on the prim and seeing if that stops the sounds? Many environmental sounds scripts are click-on-off.

If you can turn them off, you can try and copy the sounds out, so can put them in a prim with a regular environmental sounds script (such as one of the open source ones).
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Meade Paravane
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Join date: 21 Nov 2006
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06-02-2009 10:39
From: Treasure Ballinger
This sounds good, but would that stop ALL the sounds? There's a bunch in there I DO like, so if I can do this, will be allowed to select which sounds to stop?

Nope - that would stop any scripts in that prim..
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Qie Niangao
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06-02-2009 10:49
As others have mentioned, it would be easy to save the sounds you do like by copying them to another prim and putting in a simple script.

I think the problem is that the object (including contents) is both no-mod and copy. As Argent says, if it's no-mod, it's impossible to set contained scripts to not running. And if it's copy, you can't just pull the scripts out of the object. (Argent, I think we disagree here: if stuff is no-copy, I'm still able to pull it out of the object, leaving it empty. I do think it's impossible to remove copy perm stuff from no-mod objects.)

Of course you can mute the thing, but everybody else would have to mute it too. I suppose you could make a separate parcel just for the root prim (I guess) and set that parcel to restrict sounds; that would be pretty annoying.

Here's hoping that either it silences itself on touch or the creator gets back to you with another option.
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Argent Stonecutter
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06-02-2009 11:06
From: Qie Niangao
Argent, I think we disagree here: if stuff is no-copy, I'm still able to pull it out of the object, leaving it empty.
You can do that from the root prim using "open" rather than "edit", but I haven't been able to pull stuff out of a non-root prim.
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Meade Paravane
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Join date: 21 Nov 2006
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06-02-2009 11:13
The simple script to play sounds part is easy enough..

CODE

integer INTERVAL = 30; // in seconds
float VOLUME = 0.5; // 0.0=silent, 1.0=full volume

default
{
state_entry()
{
llSetTimerEvent(INTERVAL);
}

timer()
{
integer count = llGetInventoryNumber(INVENTORY_SOUND);

if (count > 0)
{
integer num = (integer)llFrand(count);

llPlaySound(llGetInventoryName(INVENTORY_SOUND, num), VOLUME);
}
}
}


...but knowing if it's safe to delete the existing one (does it do more than play sounds?) is a bit trickier.
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Treasure Ballinger
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06-02-2009 11:22
From: Meade Paravane
The simple script to play sounds part is easy enough..

CODE

integer INTERVAL = 30; // in seconds
float VOLUME = 0.5; // 0.0=silent, 1.0=full volume

default
{
state_entry()
{
llSetTimerEvent(INTERVAL);
}

timer()
{
integer count = llGetInventoryNumber(INVENTORY_SOUND);

if (count > 0)
{
integer num = (integer)llFrand(count);

llPlaySound(llGetInventoryName(INVENTORY_SOUND, num), VOLUME);
}
}
}


...but knowing if it's safe to delete the existing one (does it do more than play sounds?) is a bit trickier.


I don't *think* it does more than play sounds. It names each sound, such as 'crickets', bird chirps, owl, frog, in a list. Beside each sound name, is the recognized symbol for a sound, you know the ummmm (techy term here?) looks like a horn. That symbol is beside each sound name, including wolfie.wav. and that's all that's in there, except for a script that I'm not allowed to open.
Qie Niangao
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06-02-2009 13:08
From: Argent Stonecutter
You can do that from the root prim using "open" rather than "edit", but I haven't been able to pull stuff out of a non-root prim.
Hmmm. I did that just yesterday when I pulled no-copy animations out of linked no-mod poseballs to stuff into an animation server. It fusses but lets me do it, using Edit. (If they were ever to break that, it would radically change my interest in purchased animations.)
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Dave Herbst
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06-02-2009 13:40
From: Treasure Ballinger
This sounds good, but would that stop ALL the sounds? There's a bunch in there I DO like, so if I can do this, will be allowed to select which sounds to stop?


In this case, I would remove the wolf howl and replace it with a renamed null file.
Jacksonn Munro
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06-02-2009 14:48
From: Dave Herbst
In this case, I would remove the wolf howl and replace it with a renamed null file.



Or even replace it with another sound you like and rename that Wolf howl
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