BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
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11-30-2008 16:05
From: Andromeda Quonset I have had another idea with regards to channel numbers, and trying to keep track of all the channels I am using within 1 sim: I am thinking that the base unit, when it gets rezzed, that whatever channel is the default channel, or if the channel gets changed, that the base unit send out a message on said channel, and if there are any other base units (or maybe even component units that are still active but lack a base unit?), that they respond that they are already using the channel. Therefore, the base code doesn't function until the channel gets changed to one that doesn't have any activity. This may sound complicated, but I think it is fairly easy to implement. It's very simple. The one thats rezzed is already listening on its channel.. so if it receives a "CHALLENGE" message it should immediately respond with "RESPONSE".. causing the rezzer (which has been in a timer wait for 2 or 3 seconds) to restart its timer and retry.
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Prawnyloks Parker
"Prim Fiddler"
Join date: 6 Oct 2006
Posts: 420
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12-14-2008 05:50
From: ArchTx Edo I did what you described using an earlier version of BB. The one that responds to chat commands. I set up a button at each vendor box, the customer pushes the button and it says the "build" command on a channel assigned for that product. The rezzer box for that product listens on that channel and rezzes the model home. You can see this in action at my store in Shona, See my sig for an SLURL. This is exactly what I'm looking for to make a rezzer platform. I want to limit what people can do, ie: only build and clean. I've also added a temp on rez script to my builds too, so it will clean up automatically after a given time. Is there a chunk of code that I can replace in the current version to make this work for me (the build and clean only bit). I am no coder, btw!
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Prawnyloks Parker
"Prim Fiddler"
Join date: 6 Oct 2006
Posts: 420
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12-14-2008 09:42
Something else I just noticed that I'm curious about. For some reason when a build is rezzed, the 1st time anyone uses a teleporter it doesn't work correctly. It TPs to a point close-ish by. However the second time the TPers is used it works fine. SL has been playing up today, but just wondered if anyone had come across any similar quirks with BB rezzed stuff?
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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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12-15-2008 09:22
More that likely the tp remembered the position it was set at before being packaged and after the first use the script was reset and got it's current position.
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Prawnyloks Parker
"Prim Fiddler"
Join date: 6 Oct 2006
Posts: 420
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12-15-2008 10:17
From: Destiny Niles More that likely the tp remembered the position it was set at before being packaged and after the first use the script was reset and got it's current position. Well I've just had a look and the script seems to have a reset built in... vector targetPos = <205,245,1255>; //The target location reset() { vector target; target = (targetPos- llGetPos()) * (ZERO_ROTATION / llGetRot()); llSitTarget(target, ZERO_ROTATION); llSetSitText(llGetObjectName()); } default { state_entry() { reset(); } on_rez(integer startup_param) { reset(); } changed(integer change) { llUnSit(llAvatarOnSitTarget()); reset(); } } I am right in assuming that... on_rez(integer startup_param) { reset(); ...should reset on rez? If it should, then it isn't. Mind you I did mention a couple of posts back... I am no scripter 
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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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12-15-2008 15:38
Ok, I see your problem. When an object if first rezzed by the builder it is at the root locations of the rezzer then it's move into it's final position. The tp is setting the information based on the root of the rezzer where it's first rezzing and after the first use it's getting the correct information from it's final position. What you might do is put a sleep in the script to give it time to move into final location.
on_rez(integer startup_param) { llSleep(5); //wait 5 seconds for final placement reset(); }
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Prawnyloks Parker
"Prim Fiddler"
Join date: 6 Oct 2006
Posts: 420
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12-16-2008 09:02
From: Destiny Niles Ok, I see your problem. When an object if first rezzed by the builder it is at the root locations of the rezzer then it's move into it's final position. The tp is setting the information based on the root of the rezzer where it's first rezzing and after the first use it's getting the correct information from it's final position. What you might do is put a sleep in the script to give it time to move into final location.
on_rez(integer startup_param) { llSleep(5); //wait 5 seconds for final placement reset(); } That worked a treat... once I figured out I needed to replace... on_rez(integer startup_param) { reset(); } Told you I am no coder  Thanks ever so much 
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Francisc Guardian
Registered User
Join date: 15 Jan 2009
Posts: 1
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Temp REZZer at own land
01-19-2009 03:42
Greetings all i am expecting to do my full house TEmp  but i as some friend about that and they dont know what to anser me i mean I am searching if i may do that or not... its a privat land... and is just for the house i know i can do that but am I alowed to do that?
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PR Noyes
Registered User
Join date: 24 Jan 2008
Posts: 16
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Prims are prims
01-19-2009 05:45
Francisc,
Prims are still prims to the computer, whether you get "busted" or not for having your house on temp-rez... well you already know your answer. Placing 500 prims in a temp rezzer might be fine for a short time or to use it as a temporary tool to get you where you are trying to go with a small prim count, but leaving those prims rezzed, even in a temp-rez situation DOES require the host server to draw them, render them, etc.
So, I would think twice (as you have here) about using this to temp-rez a house actually. Just my two cents.
PR Noyes
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