PRE-EMPTIVE APPOLOGY :: The Prim Reaper
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-18-2005 18:01
I'd like to go ahead and appologize NOW for something before I start getting ARs.
As alot of you know (and some of you dread), I am in the process of constructing a high-primcount airship. The good news is, i've trimmed it down from 180 prims to 125 prims. But it still some sims tend to pass this thing like it's a six-pound kidney stone. And with that, I'd like to appologize to the parcel owners who might be stuck with a 124 airship sans root pilot seat that I may leave lying around. I do try to clean up when the ENTIRE BASTARD COMES UNLINKED FOR NO APPEARENT REASON, but as we know, sometimes something breaking also means the sim-to-client link breaks, And I may have trouble clearing things out.
It would also help if your automatically send people home script would warn me when I'm only 50 feet above the deck and could clearly hear any warnings before being TP'd. For that contingency I'm engineering a failsafe that breaks the ship apart, then turns everything physical, as it self-destructed. So people will know what's up in the futire.
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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07-18-2005 18:47
How about adding in a "heartbeat" signal from the root pilot seat to all child prims via linked messages. Have a timeout timer in one non-root prim that looks for that "heartbeat" signal. If it's not found say after 5 minutes, then call llDie().
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Eboni Khan
Misanthrope
Join date: 17 Mar 2004
Posts: 2,133
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07-18-2005 18:49
Nice marketing effort. Post in general and make it appear not to be an add. B- for effort.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-18-2005 18:50
That might work. But it would appear the ENTIRE SHIP becomes unlinked. That means however many peices that i'd need to put scripts into. I'm trying to make this as low-lag as possible. I suppose I can make it detect an unlinking, then make it DIE. But then I would be unable to edit it.
I can't just LEAVE a hundred-plus items around to get autoreturned (ugh).
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
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07-18-2005 18:54
That would be fun to watch.. like Splodycow ^ 10!
Can I watch it go boom?
Siggy
(I like explosions.. it's only right I should)
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David Cartier
Registered User
Join date: 8 Jun 2003
Posts: 1,018
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07-18-2005 18:55
From: Burke Prefect I'd like to go ahead and appologize NOW for something before I start getting ARs. As alot of you know (and some of you dread), I am in the process of constructing a high-primcount airship. QUOTE] You ARE planning on calling your ship the LINDENBERG, aren't you? 
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-18-2005 19:14
Hmm. It's not a proper derigable, more like of Mad Max paired with Star Wars. It's really more of a hovership, one big linked peice. I'm going to have make a low-prim 'cruising' model and hope it'll pass borders easier.
Ad? It's not an ad, it's more of a public notice.
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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Ad?
07-18-2005 20:40
"Hi I've made an object that blows apart quite a bit"
Yea that's some ad, thanks for the notice! ;-D
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
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07-18-2005 20:42
From: Blueman Steele "Hi I've made an object that blows apart quite a bit"
Yea that's some ad, thanks for the notice! ;-D And thats why you need.... SPLODY COW!!! Coming to a store need you... Depends on the product.. I rather like the idea of things that blow apart quite a bit.. especially things you sit on.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-18-2005 21:08
It only blows apart on some sim borders. If I had the time and didn't mind the AR's is simply have all the peices turn phantom, spew smoke and fall to the ground in interesting ways. I guess I'll add something to make the whole ship temp-on-rez.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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07-18-2005 21:14
default { state_entry() { llSetTimerEvent(60); } on_rez(integer n) { llResetScript(); } timer() { if ( llGetNumberOfPrims() < 2 ) { llDie(); // Alternatively, one could add smoke particles here, wait a few seconds, then die. } } }
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-18-2005 21:18
hmm. that would work too. Now to just dump that into every prim of a prim-heavy object... or at least the really big parts. I'll figure something out. 
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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07-19-2005 03:22
I've seen the Prim Reaper.. it's pretty cool 
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Madame Maracas
Not who you think I am...
Join date: 7 Jun 2004
Posts: 1,953
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07-19-2005 03:27
/lines up to watch this baby 'splode it's way out of port on it's maiden voyage!
Actually, I'd like to see it sail on happily too!
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Roseann Flora
/wrist
Join date: 7 Feb 2004
Posts: 1,058
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07-19-2005 03:37
From: Burke Prefect I'd like to go ahead and appologize NOW for something before I start getting ARs.
As alot of you know (and some of you dread), I am in the process of constructing a high-primcount airship. The good news is, i've trimmed it down from 180 prims to 125 prims. But it still some sims tend to pass this thing like it's a six-pound kidney stone. And with that, I'd like to appologize to the parcel owners who might be stuck with a 124 airship sans root pilot seat that I may leave lying around. I do try to clean up when the ENTIRE BASTARD COMES UNLINKED FOR NO APPEARENT REASON, but as we know, sometimes something breaking also means the sim-to-client link breaks, And I may have trouble clearing things out.
It would also help if your automatically send people home script would warn me when I'm only 50 feet above the deck and could clearly hear any warnings before being TP'd. For that contingency I'm engineering a failsafe that breaks the ship apart, then turns everything physical, as it self-destructed. So people will know what's up in the futire. Sounds like this will be cool Burke, I will have to see this when your done 
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Kim Anubis
The Magician
Join date: 3 Jun 2004
Posts: 921
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07-19-2005 10:20
When this thing blows apart, then you have a hundred-plus non-vehicle prims suddenly on one or more parcels. What about the bug of objects over the parcel limit returning out of order? Has that been fixed? Because I'd hate to see a hundred-plus of my objects returned from my parcel (which is at a sim border) if your vehicle blows up over my house and shop (or worse, a high-prim-count object in progress, but not linked). If that isn't going to be an issue . . . I think it'd be kinda neat to watch. But heck, I liked the zombies, too. 
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Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
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07-19-2005 10:36
From: Kim Anubis If that isn't going to be an issue . . . I think it'd be kinda neat to watch. But heck, I liked the zombies, too.  I love watching things go BOOM!!! That said, bring it over my place! I'd love to watch the fireworks!
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-19-2005 14:55
Okay. I give in. I"ll script all of the prims on a long-interval check to see if they need to 'splode or not.
So far I haven't seen any Parcel Is Full errors, usually it's just something like the entire ship becoming unlinked or being stuck in limbo.
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