| Scripted doors in prefab houses ... how? | 
        
        
            
                | Lolita Pro www.PhotosByLolita.com Join date: 30 Oct 2006 Posts: 273 | 08-12-2007 19:52 I've built a prefab that I want to distribute.  I have scripted doors, so I can't link them to the rest of the house or they go "nucking futs".  I've searched the forums and asked a few people.  From what I can tell, the only way to distribute the prefab is with a rezzer.
 I used the Builder's Buddy base/component scripts and that worked well ... except that when everything rezzed, the doors were together in one spot, and the rest of the structure was intact, but rotated 90 degrees and in another spot.  I tried it again just to make sure.
 
 So ... can someone put this process in terms a simple country gal can understand?
 
 I want to distribute the prefab, with scripted doors, in place where they should be.
 
 
 Thanks in advance ... Lita
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                | Teddy Qinan Registered User Join date: 10 Mar 2007 Posts: 34 | 08-12-2007 22:14 It's easier than most people think. Just link them to the house in the closed position, then use llSetPos using local coordinates, or llSetLocalRot. | 
        
            
                | Ace Albion Registered User   Join date: 21 Oct 2005 Posts: 866 | 08-13-2007 02:12 Hi, Lita.
 I use Lex Neva's "Rez-Faux" for packaging any builds that need unlinked pieces.
 
 For doors, I always link my doors to my buildings. This restricts you to using one prim for the door* but it also means that the door movements will always be relative to the main building, so it wouldn't matter at all how you rotate the house. For sliding doors, this is just a simple prim, for rotating doors, it's a prim with cut values of 0.125/0.625, which gives a rectangle that pivots on a corner like a proper door.
 
 *there are ways to use more than one prim, but I didn't want to get technical about linkmessages.
 
                            _____________________ Ace's Spaces! at Deco (147, 148, 24)ace.5pointstudio.com
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                | Ed Gobo ed44's alt Join date: 20 Jun 2006 Posts: 220 | 08-13-2007 02:37 Timeless Prototype doors are linked into a house.  They need to be calibrated when first installed and whenever the root prims are changed. | 
        
            
                | Lolita Pro www.PhotosByLolita.com Join date: 30 Oct 2006 Posts: 273 | 08-13-2007 05:03 Thanks for the information so far.  Yes, I use single prim doors.  I am using scripts from Paskis Robinson, which I like very much.  I'm set up as a wholesale distributor for all of his scripts so that I can distribute them in my builds.  Plus, since I don't know how to write my own scripts, his stuff makes it easy.    But even using single prim doors, once I link them to the building, they start to go crazy after you use them.  They will open too far, close to the wrong position, and then just start spinning around the Z axis. | 
        
            
                | Paulo Dielli Symfurny Furniture Join date: 19 Jan 2007 Posts: 780 | 08-13-2007 05:18 Yes I seem to have the same problem Lolita. The timeless door script is my starting point, but somehow I can't seem to get it right while linked. Hope someone can answer. | 
        
            
                | Shirley Marquez Ethical SLut Join date: 28 Oct 2005 Posts: 788 | 08-13-2007 07:23 The popular free Door Deluxe will work when linked if the house is unrotated, or if it is rotated EXACTLY 90, 180, or 270 degrees (by the numbers, not visually). If you rotate the structure by any other amount, it acts up in just the way that Lolita described. | 
        
            
                | Lolita Pro www.PhotosByLolita.com Join date: 30 Oct 2006 Posts: 273 | 08-13-2007 12:29 And that causes a problem.  I can't give/sell this to someone and say "Here's your new home ... make sure to ONLY put it at 0, 90, 180, or 270"  This is my first of hopefully *many* prefabs.  I've got to figure this out.  I *know* it can be done because I see it done all the time.
 I'd be happy with putting it in a rezzer box, if I could make that work properly.
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                | Caroline Ra Carpe Iugulum Join date: 20 Dec 2006 Posts: 400 | 08-13-2007 15:32 NDE commercial doors....theyre the dogs bollox and worth every lindenCan get them inworld or slex.
 
                            _____________________ The secret of life is honesty and fair dealing. If you can fake that, you've got it made. | 
        
            
                | Ed Gobo ed44's alt Join date: 20 Jun 2006 Posts: 220 | 08-13-2007 18:04 From: Paulo Dielli Yes I seem to have the same problem Lolita. The timeless door script is my starting point, but somehow I can't seem to get it right while linked. Hope someone can answer.Did you calibrate them?   Edit them to each position (open, closed) as discussed here:http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryTimelessLinkedDoor/edit From: someone Simplest usage for builders:
 1. Copy and paste this script into the door prim and link it to the other prims (of a house for example).
 2. When the door is in the closed position say '/door closed' to record it.
 3. When the door is in the open position say '/door opened' to record it.
 The door is now ready for use.
 
You should get a confirmation sound on each calibration.  If you don't, select the door in your editor,  go to tools/reset all selected scripts.  May also pay to delete the door prim's name and description and setup the door prim again. | 
        
            
                | Ace Albion Registered User   Join date: 21 Oct 2005 Posts: 866 | 08-14-2007 03:47 Linked doors should rotate relative to the root prim, regardless of how the object is rotated.
 I don't have any experience with those other scripts, mine is home made, but one thing I do make sure of is, when building, to keep my root prims at 0,0,0 rotation in world, so that my door rotations are easier to figure out. Once they're linked in and scripted, they're fine, unless the root prim is changed, in which case the door scripts need reseting.
 
 I can't imagine any linked door script needing 90 degree house rotations, the rotations should be based off the local position in the object.
 
                            _____________________ Ace's Spaces! at Deco (147, 148, 24)ace.5pointstudio.com
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                | Nika Talaj now you see her ...   Join date: 2 Jan 2007 Posts: 5,449 | 08-14-2007 08:17 This thread should be sticky.  Thanks, all, and to the OP for starting it. | 
        
            
                | Lolita Pro www.PhotosByLolita.com Join date: 30 Oct 2006 Posts: 273 | 08-14-2007 08:24 Update ... I tried something last night and got a different result.  I have two doors on this build.  Last night, I linked only the front door.  When I opened the door, the whole building rotated ... which is not unusual, but not what it was doing before.
 When I linked *both* doors to the building, I got the results I was having before ... they worked fine a couple of times, then went to strange open/close locations, and finally just rotated on the Z axis.
 
 Grrr ...... I'm so close.
 
 I guess I'll have to buy Rez-Faux and give it a shot.  Unfortunately, I blew my Lindens on the wholesale rights to a complete package of scripts, and then picked up a prim docker.  I don't even have $600L to buy the Rez-Faux.
 
 So y'all go buy some of my stuff on the Exchange.  Otherwise, I've got to break out my PayPal.  *grin*
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                | Lolita Pro www.PhotosByLolita.com Join date: 30 Oct 2006 Posts: 273 | 08-14-2007 17:21 Problem solved ... I highly suggest that every builder spend the $600L and purchase Rez Faux.  Rhaorth Anteonelli swore it would solve my problem and that it was a tool that no builder should be without.  She was right.
 HUGE kudos to Lex Neva for creating the tool, and **making it affordable**
 
 Problem solved.  Takes just a couple of steps to drop in a couple of scripts and *bam* ... you're done.
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                | Ace Albion Registered User   Join date: 21 Oct 2005 Posts: 866 | 08-15-2007 00:46 Lolita, you have to keep an eye on which of your prims is the root prim- this is super important. When your house spun around your door, that's because you made the door the root prim.
 The last prim selected before linking becomes root.
 
                            _____________________ Ace's Spaces! at Deco (147, 148, 24)ace.5pointstudio.com
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                | Rhaorth Antonelli Registered User Join date: 15 Apr 2006 Posts: 7,425 | 08-15-2007 02:46 From: Lolita Pro Problem solved ... I highly suggest that every builder spend the $600L and purchase Rez Faux.  Rhaorth Anteonelli swore it would solve my problem and that it was a tool that no builder should be without.  She was right.
 HUGE kudos to Lex Neva for creating the tool, and **making it affordable**
 
 Problem solved.  Takes just a couple of steps to drop in a couple of scripts and *bam* ... you're done.
yep I highly recommend the rez faux and I am not affiliated with them in any way. I just like how easy it is to use, affordable and so so so helpful 
                            _____________________ From: someone Morpheus Linden: But then I change avs pretty often too, so often, I look nothing like my avatar.  They are taking away the forums... it could be worse, they could be taking away the forums AND Second Life... | 
        
            
                | ArchTx Edo Mystic/Artist/Architect   Join date: 13 Feb 2005 Posts: 1,993 | 08-15-2007 10:52 From: Lolita Pro I used the Builder's Buddy base/component scripts and that worked well ... except that when everything rezzed, the doors were together in one spot, and the rest of the structure was intact, but rotated 90 degrees and in another spot.  I tried it again just to make sure.
 
I sell lots of houses with unlinked scripted doors, and using Builder's Buddy to install  them.   It sounds to me like you did not use the record command to "record" the positions of the objects before you put them into the installation prim.   Also, make sure you use the latest version of Builder's Buddy.
                            _____________________    VRchitecture Model Homes at http://slurl.com/secondlife/Shona/60/220/30   http://www.slexchange.com/modules.php?name=Marketplace&MerchantID=2240   http://shop.onrez.com/Archtx_Edo | 
        
            
                | Ceera Murakami Texture Artist / Builder   Join date: 9 Sep 2005 Posts: 7,750 | 08-15-2007 11:59 I also use Builder's Buddy, and simply have a script in each linkset, with the doors seperate and a script in each. Follow the instructions for setup, and it should work for any angle of rotation. Remember that if you tweak positions or rotate the build, you can record the new position and it will rez perfectly the next time, already tweaked/rotated. If you change linksets, save the changed copy in the rez box.
 One trick I do sometimes is to use the rez box as the "cornerstone" of the foundation. Then I know right where to place it, and know where the building will pop out in relation ot the box.
 
 I did have problems, one time, with BB not rezzing all parts in the right place, because of lag. Telling it to clean up and rezzing again fixed 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. | 
        
            
                | Weston Graves Werebeagle   Join date: 24 Mar 2007 Posts: 2,059 | 08-15-2007 12:53 From: Lolita Pro Problem solved ... I highly suggest that every builder spend the $600L and purchase Rez Faux.  Lolita, I'm been having the exact same problem.  I linked the doors because I wanted to quickly grab/save my work in the event of getting logged off, griefed, or just pestered in general.  It's far harder to draw a big selection box around the build and hope you get everything.  Will the Rez Faux work as a tool to save your incomplete builds?   Thanks. | 
        
            
                | Poppet McGimsie Proprietrix, WUNDERBAR Join date: 28 Jul 2006 Posts: 197 | 08-22-2007 02:17 some thoughts:
 Rez faux is great - but it is not really going to solve anyone's door problem, since you could use any rezzer (including Builder's Buddy and rez foo) with whatever solution you choose (linked doors, unlinked, etc.)
 
 If the building is not too complicated, and consists of just a couple of parts/linksets, you can box it up whole without a rezzer just by selecting all of the pieces and taking it or a copy into inventory. Then put it in a box and voila!  Your customer can just rez the box and drag the building out, and move it around (if they have it all selected).
 
 Sometimes it is useful for the root prim to be the one that rotates - as in swings and rocking chairs and drawbridges.
 
 I used timeless linked door script for a long time, but it needs to be reset if you ever want to change the size or linkage of the door, and that's a problem for most customers, I find, and an annoyance as well if you build a lot of houses.
 
 I have been using a great door script from Lamorna Proctor (both swing and sliding doors) which can be resized and rotated however you choose, as long as the door is in its closed position when you carry out the changes.  It also supports notecards, and is well documented.  If you contact Lamorna in world, I'll bet she will sell you a copy.
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                | Cristalle Karami Lady of the House   Join date: 4 Dec 2006 Posts: 6,222 | 08-23-2007 09:53 I tend to use the free multi-user lockable door script.  It too may act funny when you rotate the house, but if you pick up the house from the rotated position and re-rez it, it will work.  That is, if you have modified it slightly so that the script resets on rez. | 
        
            
                | Lolita Pro www.PhotosByLolita.com Join date: 30 Oct 2006 Posts: 273 | 08-27-2007 09:28 I use Paskis' scripts fairly exclusively for all my builds.  I like them so much that I paid the chunk-o-change to get the wholeseller rights to distribute them in my builds.
 The RezFaux (or probably any other rezzer) will let you save your incomplete work and then rez it later to continue working.
 
 For me, the only thing I have noticed ... after rezzing with RezFaux ... Do *NOT* touch anything until the scripted items have completed their bootup process.  If you attempt to move the building before the doors have completed their cycle, then you will have problems.  However, as soon as the scripted items are ready, you can move and position the rezzer box however you want, and the objects will follow.
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