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Lillani Lowell
Registered User
Join date: 5 Apr 2006
Posts: 171
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06-09-2006 15:25
I am having an issue with object permissions, and wondering if anyone else is experiencing this..... or if it's a potential bug.
When a no-modify, copyable, transferable script is placed inside of an object which is labelled modify/copy/transferable, and then the object is transferred from one place to another or between people, is the object supposed to inherit the no-modify property?
Try this.
1. Rez an object. 2. Make sure the object is modifiable, copyable, transferable. 3. Insert a no-modify script into the object. 4. Give the object to someone else. 5. Have them drop the object and take it back into their inventory.
The object will suddenly inherit the no-modify flag from the script. This doesn't make any sense to me, because if I give the object to someone else the object remains modifiable as long as it is in their inventory, but as soon as they drop it on the ground, take it back, it becomes no-modify. This also happens when another object gives the object to someone else (such as a vendor), but does not happen when you buy the item directly.
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Tengu Yamabushi
Registered User
Join date: 25 Sep 2005
Posts: 191
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Nomod scripts makes entire object nomod upon transfer.
06-09-2006 15:59
I can verify this. It is causing problems with script/SDK development.
Steps to reproduce:
1) Create a new script in inventory. Make it 'Nomod/Copy/Transfer'. 2) Rez a cube, call it 'perms test'. Make the cube 'Mod/Copy/Transfer'. 3) Drop the script into the cube. Check the cube's perms... it will be 'Mod/Copy/Transfer'. 4) Take the cube back into inventory. 5) Pass the cube to someone else (via their profile dropbox).
Result: The cube will go 'nomodify' for the recipient.
Expected result: The cube should stay 'modify', while the script inside should be 'nomod'.
Bug report filed.
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Kayla Stonecutter
Scripting Oncalupen
Join date: 9 Sep 2005
Posts: 224
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06-11-2006 12:06
This isn't a case of the prim going nomod, but the inventory list showing nomod for the object because of the script. The inventory list generally shows the lowest set of perms for an object. If the other person drops the cube on the ground, the prim will still be moddable with a nomod script inside, just not while in the inventory.
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Seronis Zagato
Verified Resident
Join date: 30 Aug 2005
Posts: 454
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06-11-2006 13:14
Also removing the no-mod inventory object (regardless if prim or script) will remove the no-mod label from the original object if picked back up. The object's permissions are not corrupted.
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Tengu Yamabushi
Registered User
Join date: 25 Sep 2005
Posts: 191
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06-12-2006 05:43
But... - Newbie customers who bought the item with the understanding that it was 'modify' will see "  nomodify)" alongside the object's name in inventory, raising the possibility of first-impression sourness and/or customer support IMs. - You can't change said object's name while in inventory, and a 'Properties' on the object in inventory will show the 'Modfiy' checkbox as unchecked and uncheckable (reinforcing the initial impression above). So - yes, while this behavior might be understood/accepted/shrugged-at (since it has been around for a while) it still seems... wrong. In other words, it still seems like a bug, and IMO worthy of a bug report (which it has received  ).
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Kayla Stonecutter
Scripting Oncalupen
Join date: 9 Sep 2005
Posts: 224
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06-13-2006 12:56
From: Tengu Yamabushi - Newbie customers who bought the item with the understanding that it was 'modify' will see "  nomodify)" alongside the object's name in inventory, raising the possibility of first-impression sourness and/or customer support IMs. Right after you pick up the object after dropping in the nomod script, right-click it in your inventory list and goto Properties, then check the Modify box. This will keep the (no modify) from showing up when you give it to someone else (at least until they drop and pick it back up). This won't set the script to mod, just keeps the (no modify) from showing in their inventory list when they first get it. Then just put in the instructions that the object will show that it's not moddable if they drop and pick it back up and they'll need to drop again to rename, etc. NOTE: If you drop the object again after setting the Modify checkbox, you'll have to do it again when you pick it back up.
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Tengu Yamabushi
Registered User
Join date: 25 Sep 2005
Posts: 191
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06-15-2006 10:15
From: Kayla Stonecutter Right after you pick up the object after dropping in the nomod script, right-click it in your inventory list and goto Properties, then check the Modify box. This will keep the (no modify) from showing up when you give it to someone else (at least until they drop and pick it back up). This won't set the script to mod, just keeps the (no modify) from showing in their inventory list when they first get it. Then just put in the instructions that the object will show that it's not moddable if they drop and pick it back up and they'll need to drop again to rename, etc. NOTE: If you drop the object again after setting the Modify checkbox, you'll have to do it again when you pick it back up. I just got a chance to test this - and it works very well, thank you!  Getting the perms straight using the above procedure still seems to me a bit... haphazard, though - my concern being that the workaround described isn't there by design, but may simply be a side-effect of a buggy and/or inconsistent implementation - and thus might not be available at some point in the future should any other part of the perms code receive Linden attention. But at least for now there's a way around it. Thanks again! 
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