Doors Suddenly Not Working?
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Mia Porta
Registered User
Join date: 28 May 2008
Posts: 15
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03-18-2009 15:56
Hello - I am not sure where to go to figure this out so hopefully someone will have the answer here  I am a home builder, and have one particular home that I have been selling since early December. Suddenly during the past few days, I've received complaints from several clients that the interior doors are not operating properly. They are scripted doors that are linked to the house, and have always worked up until now. I went to the clients' sites and confirmed that the prim doors move each time they open and close, and either open too far and dont close enough, or vice versa. I rezzed the home using my alt, and did not have a problem operating the doors. (I went and "bought" the build from the same place as my clients - same exact box) Today, another client had the same door problem. I had him rezz the house in my sandbox and the doors were not working right. I rezzed the house in the same spot, the doors worked. I gave him a new copy of the house from my inventory (same one I rezzed), and the doors did not work! I should mention that a previous client re-rezzed the house and the doors worked for her after a few tries. The problem is very inconsistant. /me *Scratches her head... What would cause something like this to happen? I am open to any theories... Thank you for any feedback 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-18-2009 19:59
Sounds like the scripts got reset while the doors were open, and assumed the position at that time was the "Closed" state. Several simple sliding door scripts have this problem. It can be fixed with more careful coding of the door script, taking into account the possibility that the doors may be either open or closed immediately after a script reset or a sim restart.
The best bet is for a script to close the doors after any reset/restart event.
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Mia Porta
Registered User
Join date: 28 May 2008
Posts: 15
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03-18-2009 22:23
hmmm, not sure if that would be the problem.
The doors and the house are packaged using builders buddy, and the doors are closed in the package. They do not work for others upon rezzing when they are in a closed state. But they work for me when I rezz the build.
Any other ideas?? Anyone?
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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03-18-2009 22:26
Could be rotation.
I find that unless my houses (The ones I make) are rotated the same as the original upon rezzing, the doors do not work properly, and need to have their scripts reset before they work properly.
That is, I have to reset the scripts BEFORE using them at all, else they will reset while wide open, or at an odd angle. Resetting them saves the new rotation/location info in the script, allowing a proper open/close function.
That's about all I can think of, personally =/
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BarbaraEllen Galsworthy
Registered User
Join date: 10 Nov 2005
Posts: 45
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03-19-2009 06:59
I have found the most reliable way for scripted doors to work properly is to unlink the doors from the build after placement. The following procedure needs to be done before any of the doors are touched. Once they are touched before this procedure they will try to seek their original coordinates from when they were built, the sim makes no difference. They will try to seek these coordinates in the current sim.
1. place the build where the buyer wants it
2. select all the doors, and unlink them
3. while still in edit, go to the tools menu and select Reset All scripts in Selection
4. this should reset the doors to work in the location they are at the moment.
Also, anytime the build is moved, the doors will need to be reset before they are used. The whole procedure could be placed in a script in the parent prim, and then a command line created for the script to be acivated. When I was using Rez-Faux, it had the ability to activate this script either upon REZ or through a command line.
I have never had doors fail if the buyer followed these procedure when placing the build. Make certain you include an instruction notecard for your buyers to follow, and include your service policy. If it screws up they can only blame themselves for the mistake. This way you will have fewer come backs and/or service calls.
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Charlotte Bartlett
Registered User
Join date: 21 Sep 2006
Posts: 97
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03-20-2009 16:47
Issues I have found are:
House is on a strange rotate. So the doors get confused.
Laggy sims, and avatar clicks doors a few too many times before the last command has been finished (or moves quickly with auto open ones) - scripts confused. Reset of individual scripts or main script resolves normally (with doors manually edited to closed position).
Scripts off in the land parcel (lol, but you never know).
Sim restarts etc and something goes a bit awol - manually move doors to closed using edit and a reset of the script normally resolves.
Conflict on script channel. If your scripted doors are using the same channel as nearby product sometimes if the owner next door has sent a locked command out, the other house can pick it up (dependent on our product). Check the script channel and surrounding areas.
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Charlotte Bartlett
Registered User
Join date: 21 Sep 2006
Posts: 97
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03-20-2009 16:49
From: BarbaraEllen Galsworthy I have found the most reliable way for scripted doors to work properly is to unlink the doors from the build after placement. The following procedure needs to be done before any of the doors are touched. Once they are touched before this procedure they will try to seek their original coordinates from when they were built, the sim makes no difference. They will try to seek these coordinates in the current sim.
1. place the build where the buyer wants it
2. select all the doors, and unlink them
3. while still in edit, go to the tools menu and select Reset All scripts in Selection
4. this should reset the doors to work in the location they are at the moment.
Also, anytime the build is moved, the doors will need to be reset before they are used. The whole procedure could be placed in a script in the parent prim, and then a command line created for the script to be acivated. When I was using Rez-Faux, it had the ability to activate this script either upon REZ or through a command line.
I have never had doors fail if the buyer followed these procedure when placing the build. Make certain you include an instruction notecard for your buyers to follow, and include your service policy. If it screws up they can only blame themselves for the mistake. This way you will have fewer come backs and/or service calls. Does sound a bit complicated though? Why not just not link the doors in the first place (I never link) and just put the rez scripts in them and pack them into the rezzer box.... - difference in systems I suspect? (I use Jack in the box to pack with the hud)
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Larrie Lane
Registered User
Join date: 9 Feb 2007
Posts: 667
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03-21-2009 01:58
From: BarbaraEllen Galsworthy I have found the most reliable way for scripted doors to work properly is to unlink the doors from the build after placement. The following procedure needs to be done before any of the doors are touched. Once they are touched before this procedure they will try to seek their original coordinates from when they were built, the sim makes no difference. They will try to seek these coordinates in the current sim.
1. place the build where the buyer wants it
2. select all the doors, and unlink them
3. while still in edit, go to the tools menu and select Reset All scripts in Selection
4. this should reset the doors to work in the location they are at the moment.
Also, anytime the build is moved, the doors will need to be reset before they are used. The whole procedure could be placed in a script in the parent prim, and then a command line created for the script to be acivated. When I was using Rez-Faux, it had the ability to activate this script either upon REZ or through a command line.
I have never had doors fail if the buyer followed these procedure when placing the build. Make certain you include an instruction notecard for your buyers to follow, and include your service policy. If it screws up they can only blame themselves for the mistake. This way you will have fewer come backs and/or service calls. Thats a lot of unnecessary work regardless of how well its documented. My question there is what happens if you are using a hinged door (swing door) with 2 prims, the hinge prim would need to be linked to the main door (and kept as the root prim) in order for it to work. Obviously this would not apply if the doors were single prim doors. I use Rezz Faux for packaging and rezzing and Paskis' doors scripts. Paskis' added a reset rezzer script to include with the Rez Faux rezzer box. When the build is first rezzed, the new owner only has to position and place it then select save and automatically all the scripts in the house (that are Paskis' scripts) are reset in their correct positions. Anytime a build is moved that goes without say that the door scripts would have to be reset, quite honestly that again is a lot of work and is much quicker to just rezz another build where you want it. With regards the OP, what I don't understand in your second post is that the doors will open for you on rezzing but not for anyone else. Do you mean that if you as the owner (and creator) rezz the build the doors cannot be opened until saved by anyone else other than you? or Do you mean when the new owner rezzes the build they cannot open the doors until the build has been saved? If it is the later then there is most probably an issue with your scripts and detecting owner, as Ceera mentioned some careful coding of your existing scripts may be required. Are these doors sliding or normal open/close doors? If they are normal hinged doors are they cut pathed? With single prim doors its always best to have them cut path so the centre of rotation remains central to the prim, then you should be able to link them, but linking doors may not always work with some door scripts as the whole build/linkset can move with the doors.
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BarbaraEllen Galsworthy
Registered User
Join date: 10 Nov 2005
Posts: 45
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03-24-2009 07:04
Thanks for the tip Larrie. I will try it.
HUGS Barb
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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03-25-2009 06:52
From: BarbaraEllen Galsworthy I have found the most reliable way for scripted doors to work properly is to unlink the doors from the build after placement. The following procedure needs to be done before any of the doors are touched. Once they are touched before this procedure they will try to seek their original coordinates from when they were built, the sim makes no difference. They will try to seek these coordinates in the current sim.
1. place the build where the buyer wants it
2. select all the doors, and unlink them
3. while still in edit, go to the tools menu and select Reset All scripts in Selection
4. this should reset the doors to work in the location they are at the moment.
Also, anytime the build is moved, the doors will need to be reset before they are used. The whole procedure could be placed in a script in the parent prim, and then a command line created for the script to be acivated. When I was using Rez-Faux, it had the ability to activate this script either upon REZ or through a command line.
I have never had doors fail if the buyer followed these procedure when placing the build. Make certain you include an instruction notecard for your buyers to follow, and include your service policy. If it screws up they can only blame themselves for the mistake. This way you will have fewer come backs and/or service calls. There has been issues recently with the reset script feature - this was probably a silent change made by LL to disable the ability of next owners to reset scripts. One thing I did notice is that with some rezzers doors may not work properly until the build is saved/frozen. The procedure you are describing is too complex and by telling people to unlink the doors you are guaranteeing extra service calls. Many people who buy prefabs do not know where the object tab of the edit window is. Note to the OP.. did you contact the creator of the script? That might be a great way to handle such a problem.
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Hunter Nieuport
Registered User
Join date: 25 Jan 2008
Posts: 5
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03-25-2009 19:02
I've had this problem as well, the only way I was able to fix it was by editing the linked prims and rotating the door prims back into proper closed position. I'll actually be speaking the the scripter in our company this evening about it, and if he can offer any guidance I'll post it up here.
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BarbaraEllen Galsworthy
Registered User
Join date: 10 Nov 2005
Posts: 45
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03-26-2009 09:36
Whether those procedures are too complex in your eyes, or not, I have given my buyers an instruction notecard to follow, and all of them followed the instruction and had no problem.
I was stating the fact that this may be one of the safest & reliable ways to accomplish the task without a bunch of scripting, not the only one. A lot of people in SL are more qualified at doing things than most techies give them credit for, when some simple instructions are all they need to accomplish simple tasks, and believe me this procedure is fairly simple. Not the monster you have given some people the idea that it is.
HUGS, Barb
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