rezzing in hand
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feniks Stone
At the End of the World
Join date: 25 Nov 2002
Posts: 787
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02-08-2003 08:34
Don't know if this has been said before, but it would be nice to see the ability to rez an object in your hand or some other specific place. Like the other night, when I needed a gun real fast. haha This ability has a much farther reaching application than just my issue tho...
fen-
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Flyk Escher
Registered User
Join date: 20 Mar 2002
Posts: 89
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02-08-2003 10:00
piqued my curiosity - gimme more examples fen
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feniks Stone
At the End of the World
Join date: 25 Nov 2002
Posts: 787
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02-08-2003 11:33
Well -
I guess what I am looking for is instead of rezzing an object out of inventory in world and then attaching it to your av, the object would attach at a specified av body point right from inventory.
Since it often happens that an attached object's position needs tweaking, maybe an option to save the tweaked position and then call it from inventory to its saved spot.
fen-
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Valfaroth Grimm
The Hunter
Join date: 18 Dec 2002
Posts: 165
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02-08-2003 11:45
from what i heard they are planning something like this Attachments will be like clothing in the next release is what i think i heard....basically you will drag your folder from your inventory to your av just like clothing....and it will attach them.... (Correct me if i'm Wrong Lindens 
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Valfaroth Grimm
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Flyk Escher
Registered User
Join date: 20 Mar 2002
Posts: 89
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02-08-2003 14:01
yer right Valfaroth i've heard that too.. tho i dont know if its in the next build er not. It is on the list of features. =)
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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02-09-2003 03:50
you can write a script that on_rez() asks to attach the object to which ever part of your avatar you want. i can throw something together for you if you like...it is just a quick fix, and you will have to adjust the script slightly so that it attaches to the part you want.
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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02-09-2003 06:35
// I made the default area to attach to the chest, however you can make it //whatever you wish by changing the value of placement to any one of these: // ATTACH_HEAD // ATTACH_LSHOULDER // ATTACH_RSHOULDER // ATTACH_LHAND // ATTACH_RHAND // ATTACH_LFOOT // ATTACH_RFOOT //as well as some others, that i don't have access to at the moment, but //you should be able to figure out their names given how these ones work
integer placement = ATTACH_CHEST; key owner;
default { on_rez(integer a) { owner = llGetOwner(); llRequestPermissions(owner,PERMISSION_ATTACH); }
run_time_permissions(integer perm) { if (perm & PERMISSION_ATTACH) { llAttachToAvatar(owner, placement); } } }
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feniks Stone
At the End of the World
Join date: 25 Nov 2002
Posts: 787
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02-09-2003 15:14
Nada,
Thanks - This is great!
fen-
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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02-10-2003 01:14
did it work? i wasn't sure about the if statement in the permissions...heh if it didn't remove "& PEMISSION_ATTACH" from the if statement, and it will work just fine. and, glad to be of service 
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Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
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02-10-2003 10:11
in addition to Nada's idea you can have say a gun in the inventory of your eyepiece and a script in the eye piece that wiats for you to say something, like gimme gun or what not. Then you can apply Nada's idea. This way you dont have to mess with inventory .....you just speak it.
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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02-10-2003 10:43
you could make a backpack, and fill it full of usefull attachments!
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feniks Stone
At the End of the World
Join date: 25 Nov 2002
Posts: 787
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nada
02-11-2003 11:14
The script did not work --
This line :
llAttachToAvatar(owner, placement);
gave an error of too many or mismatched parameters, er or something like that.
If you need the precise error I will get it for you, sorry I did not write it down last night.
and there is a tiny typo:
if (perm & PEMISSION_ATTACH)
needs a "r" in there... for script dummies like me who cut and paste.
fen-
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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02-11-2003 11:29
well i am stumped as to why it doesn't like it, i checked to see what it said int he new lsl manual, and it asks for a key, which we determined in the on_rez, and an integer, which was declared globally... omg i need to get IW so i can debug!
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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02-11-2003 11:39
From: someone Originally posted by Charlie Omega in addition to Nada's idea you can have say a gun in the inventory of your eyepiece and a script in the eye piece that wiats for you to say something, like gimme gun or what not. Then you can apply Nada's idea. This way you dont have to mess with inventory .....you just speak it. Guess I know what I'm doing in world tonight
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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02-13-2003 07:36
The scripting reference is incorrect on the subject of llAttachToAvatar, it does not need the owner key parameter (which makes sense). Fortunately the tool tip in the script editor is correct. Here is the fixed script (note, being fixed from memory, so may not be actually fixed). // I made the default area to attach to the chest, however you can make it //whatever you wish by changing the value of placement to any one of these: // ATTACH_HEAD // ATTACH_LSHOULDER // ATTACH_RSHOULDER // ATTACH_LHAND // ATTACH_RHAND // ATTACH_LFOOT // ATTACH_RFOOT //as well as some others, that i don't have access to at the moment, but //you should be able to figure out their names given how these ones work integer placement = ATTACH_CHEST; key owner; default { on_rez(integer a) { owner = llGetOwner(); llRequestPermissions(owner,PERMISSION_ATTACH); } run_time_permissions(integer perm) { if (perm & PERMISSION_ATTACH) { llAttachToAvatar(placement); // <------- here } } }
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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Also:
02-13-2003 07:42
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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02-13-2003 08:02
whew, i thought i was going crazy....  .
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Xavier VonLenard
Registered User
Join date: 21 Nov 2002
Posts: 273
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02-13-2003 09:20
ATTACH_CHEST
ATTACH_HEAD
ATTACH_LSHOULDER
ATTACH_RSHOULDER
ATTACH_LHAND
ATTACH_RHAND
ATTACH_LFOOT
ATTACH_RFOOT
ATTACH_BACK
ATTACH_PELVIS
ATTACH_MOUTH
ATTACH_CHIN
ATTACH_LEAR
ATTACH_REAR
ATTACH_LEYE
ATTACH_REYE
ATTACH_NOSE
ATTACH_RUARM
ATTACH_RLARM
ATTACH_LUARM
ATTACH_LLARM
ATTACH_RHIP
ATTACH_RULEG
ATTACH_RLLEG
ATTACH_LHIP
ATTACH_LULEG
ATTACH_LLLEG
ATTACH_BELLY
ATTACH_RPEC
ATTACH_LPEC
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Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
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02-15-2003 23:22
Ability to drag an object directly from inventory onto your AV is coming in next release.
Get ready gunslingers.
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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02-17-2003 06:34
From: someone Originally posted by Philip Linden Ability to drag an object directly from inventory onto your AV is coming in next release.
Get ready gunslingers. Does this mean that we will be able to include attachments in outfits? Because that would be schweet. Also, does the attachment remember where it was last attached or something? Or will we have to drag it to the attachment point we want?
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Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
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02-17-2003 21:30
Yes, attachments will be a part of outfits.
Last attachment points will be remembered by the object... dragging it onto yourself will be equivalent to attaching to the last point.
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Richard Linden
Linden Lab Employee
Join date: 2 Dec 2002
Posts: 17
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Rezzing into hand
02-20-2003 09:51
Just to give you guys a forewarning...that is indeed how attachments are implemented in the latest (forthcoming) version. Once you attach an object from the world, it will automatically go into your inventory and, from that point on, you will detach and attach straight to and from your inventory (i.e. the object will never have to touch the ground again...)
Hope you like it.
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feniks Stone
At the End of the World
Join date: 25 Nov 2002
Posts: 787
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02-20-2003 11:05
very nice. fen-
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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Re: Rezzing into hand
02-20-2003 15:48
From: someone Originally posted by Richard Linden Just to give you guys a forewarning...that is indeed how attachments are implemented in the latest (forthcoming) version. Once you attach an object from the world, it will automatically go into your inventory and, from that point on, you will detach and attach straight to and from your inventory (i.e. the object will never have to touch the ground again...)
Hope you like it. hmm does this mean that any editing you do to the object has to be done by when it is attached, or do you mean that it doesn't touch the ground, as long as you drag it on to your av?
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