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Is there any way to

Eclectic Wingtips
Registered User
Join date: 21 Dec 2007
Posts: 795
11-24-2008 02:59
It seems SL has played havok with the premissions of some things I created and now they are in my inventory as no copy :/ I no longer have a full perm version of it in my inventory.


Is there anyway to get it back or recreate it without recreating the whole damn thing again? Would LL give me a full perm copy again if i submitted a ticket? Am i just wasting my time? (it is like 200 tiny prims, all hand done and Im going to cry :( )
Kasuga Hax
Hanja Welcome Area Helper
Join date: 6 Aug 2007
Posts: 284
11-24-2008 03:07
You can unlink them, and edit the "next owner" tags. Probably you used a locked prim somewhere in it. Either unlock it, or replace it.

But you'll have to sit through 200 prims and check them on the owner tags, in edit.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
11-24-2008 03:13
If each of the prims is no-copy, you could try LL; because you'll be shown as creator of all the prims, they might be able to rescue you, but... it would be a pain for them.

I suppose it's obvious that if it's Modify permission, you could use a cloning script in each prim; because you'll have all the textures, it would come out fine, except for any contents of the prims' inventories (scripts, etc.) that may need special attention if they, too, flipped to no-copy. But with 200 prims... this is when you really need to have used your own builder prims on which llSetRemoteScriptAccessPin() had been called.
Eclectic Wingtips
Registered User
Join date: 21 Dec 2007
Posts: 795
11-24-2008 03:14
From: Kasuga Hax
You can unlink them, and edit the "next owner" tags. Probably you used a locked prim somewhere in it. Either unlock it, or replace it.

But you'll have to sit through 200 prims and check them on the owner tags, in edit.


Ummmmm nope. I only just created this. If I had locked somethign I wouldnt have been able to take it right? I took it and now it shows as no copy and when i drop it on the ground it poofs from my inventory and only shows one on the ground. Weirdly when i took it everythign else in that folder is also now showing as no copy and does the same thing.

Even if I had put the next owner permissions on a prim as no copy i should still ahve full rights to it being the creator of it
Marcel Flatley
Sampireun Design
Join date: 29 Jul 2007
Posts: 2,032
11-24-2008 03:16
From: Kasuga Hax
You can unlink them, and edit the "next owner" tags. Probably you used a locked prim somewhere in it. Either unlock it, or replace it.

But you'll have to sit through 200 prims and check them on the owner tags, in edit.

Not always true :mad:

The same thing happened to me with some sexbeds I sell. The animation mattresses I purchase from an animator, the beds themselves are my work. So I did the beds, linked them together, and no problem so far. But as soon as I took them into inventory, I could only rezz them as no-transfer. Unlinking the set gave back the correct permissions on the mattress, but all prims I created had the permission boxes greyed out. No way to recover them, so I had to rebuild them from scratch...
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Kasuga Hax
Hanja Welcome Area Helper
Join date: 6 Aug 2007
Posts: 284
11-24-2008 03:17
I had this with a weapon I made. It remained no copy, while there was no limit in the prims, not a single one of them.

It could be a bug. :(
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Reality is an illusion, caused due to lack of alcohol.

Als een rommelig bureau een rommelige geest betekent, wat betekent dan een leeg bureau?

De kwaliteitsverbeteringsinitiatieven.
Eclectic Wingtips
Registered User
Join date: 21 Dec 2007
Posts: 795
11-24-2008 03:17
From: Qie Niangao
If each of the prims is no-copy, you could try LL; because you'll be shown as creator of all the prims, they might be able to rescue you, but... it would be a pain for them.

I suppose it's obvious that if it's Modify permission, you could use a cloning script in each prim; because you'll have all the textures, it would come out fine, except for any contents of the prims' inventories (scripts, etc.) that may need special attention if they, too, flipped to no-copy. But with 200 prims... this is when you really need to have used your own builder prims on which llSetRemoteScriptAccessPin() had been called.


YEs the individual prims are showing as no copy if i look at each individually. I dunno why on earth it did this. There are no scripts in it so thats no issues. just prims I created and textures I created.

Ummm whats a cloning scrpt ?? (sorry I knwo nothign about scripting wht so ever :().

Builder prims with set remote?? HUH??


Gah Im sorry i didnt understand any of that
Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
11-24-2008 03:27
there has been an exploit reported for as long as 3 months for some, this seemed to skyrocket with the new server upgrade last week, I had the same thing happen too, I just happen to always create multiple versions of things I make so I reverted back. Hopefully give it a day and it may revert, but if not, make sure there are no scripts or textures that you didn't have the permission to copy.
Eclectic Wingtips
Registered User
Join date: 21 Dec 2007
Posts: 795
11-24-2008 03:30
From: Atom Burma
but if not, make sure there are no scripts or textures that you didn't have the permission to copy.


OF that I am 100% sure :) all textures were custom made by me and there are no scripts in it
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
11-24-2008 04:48
From: Eclectic Wingtips
... i didnt understand any of that
Sorry to be obscure. A "cloning script" simply makes an exact duplicate of the prim in which it resides, positioned in the same place. (It's kind of the trivial version of a "mirror script" which makes a copy of an assembly of prims reflected about a plane, often used by shoe builders, for example.)

The problem is that there's no way to get the parameters of prims other than the one where the script is executing (there's no "llGetLinkPrimitiveParams()";), so there'd have to be a script installed in every damned one of those 200-odd prims.

And that's where this other function, llSetRemoteScriptAccessPin(), would have helped: if that's been called on a prim, that prim can be given a running script by another script (secured by a "PIN" code). So, had that function been called on those 200-odd prims before being assembled, a single script in the root prim of your object could push out a cloning script to each of the child prims in the assembly and, well, problem solved. Except, of course, nobody calls that function on prims they use while building unless they know in advance that they might later want to change those prims by a temporary prim-local script (such as changing particles, or hovertext, etc., that has to be done inside the prim itself, but not so often as to justify leaving a script in there all the time).

The alternative is to put that cloning script in every single prim, manually. If it comes to that, IM or PM me and I'll try to scare up some workable cloning script. But it sure would be easier for you if the perms just reverted magically, or with a little LL help.
Mjolnir Uriza
Hammer of the Gods
Join date: 14 Sep 2007
Posts: 504
11-24-2008 06:14
From: Eclectic Wingtips
Ummmmm nope. I only just created this. If I had locked somethign I wouldnt have been able to take it right? I took it and now it shows as no copy and when i drop it on the ground it poofs from my inventory and only shows one on the ground.


Wrong you can take locked items into your invetory they just show as no mod while there but if you rez them and unclick the locked key they are full mod again
Rochelle Jigsaw
Registered User
Join date: 24 Nov 2008
Posts: 0
11-24-2008 06:15
From: Mjolnir Uriza
Wrong you can take locked items into your invetory they just show as no mod while there but if you rez them and unclick the locked key they are full mod again



Ok well thanks for the info :) but either way thats not what is wrong. My item is allowing mod, but not allowing me to copy it
Czari Zenovka
I've Had it With "PC"!
Join date: 3 May 2007
Posts: 3,688
11-24-2008 06:19
From: Eclectic Wingtips
Ummm whats a cloning scrpt ?? (sorry I knwo nothign about scripting wht so ever :().

Builder prims with set remote?? HUH??


Gah Im sorry i didnt understand any of that


I didn't get that either...I think it's scripting foo Geek talk, but I'm interested in knowing what it does. :)

I'm so sorry to hear this issue, E, and hope it gets worked out for you.
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Betty Doyle
Ingenue
Join date: 15 Aug 2006
Posts: 336
11-24-2008 06:30
You're looking for a script like this, right?

http://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=865494

I don't have this one, but something similar and it works great. Just put what you want copied in the root with the copier script and touch the object and it copies everything over for you.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
11-24-2008 07:01
From: Betty Doyle
You're looking for a script like this, right?

http://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=865494

I don't have this one, but something similar and it works great. Just put what you want copied in the root with the copier script and touch the object and it copies everything over for you.
Doh! Shows how much I've actually used a cloning script. :o

The problem I was trying to solve with the extra bit about llSetRemoteScriptAccessPin() was to copy a *running* script to the child prims. But there's nothing preventing one from first copying the script into all the child prims by script (with llGiveInventory()) and then just manually selecting it and doing Tools / Recompile Scripts In Selection in order to get the things running.

So that wouldn't be so painful after all.
Betty Doyle
Ingenue
Join date: 15 Aug 2006
Posts: 336
11-24-2008 07:11
From: Qie Niangao
Doh! Shows how much I've actually used a cloning script. :o

The problem I was trying to solve with the extra bit about llSetRemoteScriptAccessPin() was to copy a *running* script to the child prims. But there's nothing preventing one from first copying the script into all the child prims by script (with llGiveInventory()) and then just manually selecting it and doing Tools / Recompile Scripts In Selection in order to get the things running.

So that wouldn't be so painful after all.


Oh yes, you do have to take the object into inventory after copying the scripts over and then rez and set scripts to running. :)

Now what I'd like to find is a script that does the opposite. One where you can tell it to take a particular inventory item out of a linkset. I've found ones that will clean out all inventory, but nothing yet where you can specify one particular inventory item. Like linking a bunch of vendors so you can remove old LM's all at once. Can you tell I just moved shop? :P
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