Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

help with door situation

October Brotherhood
Registered User
Join date: 24 Jun 2005
Posts: 70
11-23-2005 09:09
I have a box.
the box has a door.
the door has a bunch of prims on it. (control panels)
the door is attached to the box.

is there any way to open this door without either:
scripting every prim on the door

or

unlinking the door from the box
Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
11-23-2005 09:56
From: October Brotherhood
I have a box.
the box has a door.
the door has a bunch of prims on it. (control panels)
the door is attached to the box.

is there any way to open this door without either:
scripting every prim on the door

or

unlinking the door from the box


there is This

basically what it does is the parent prim detects if any of it's child prims have been touched, and then does something based on which child prim (they all need to be labeled properly before being grouped/linked) was touched. it's a very well done piece of coding that I always use now.

now, if the actual door part that moves is more than one prim, then yes, you will need a script in every prim to have it move properly (and in high lag areas, movement like that can get "Funky";).
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
11-23-2005 11:14
I'm not sure quite what you mean, but if you're talking about having several items attached to a door, then having them all rotate together is a simple case of linking the door last, so you select all the items THEN the door when creating the linked set. That way they will all move together when the door rotates.
October Brotherhood
Registered User
Join date: 24 Jun 2005
Posts: 70
11-23-2005 12:04
If the door is attached to the box, that won't work though, will it? won't it cause the box to rotate?
Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
11-23-2005 14:25
From: October Brotherhood
If the door is attached to the box, that won't work though, will it? won't it cause the box to rotate?


if the box is one prim . . . easier to synch the box moving back into place (ie. staying in place) than all the other prims moving synched.

2 things synched vs. many more synched
Wolf Rocco
Registered User
Join date: 31 Dec 2004
Posts: 38
11-23-2005 14:44
Have you considered using a hinge?
October Brotherhood
Registered User
Join date: 24 Jun 2005
Posts: 70
11-23-2005 21:47
i guess maybe the problem i have is that i don't know how hinges work. can someone point me in the right direction for hinge help? i'm assuming you're talking about the hinge option in the tools menu?

i think if i just script a hinge, it will rotate everything attached to it, which would include the box if it's all linked, but i guess like mentioned above, i could rotate the box in teh opposite direction at the same speed to keep it in place? kind of boggles my mind. the box would need to rotate around the hinge too then, how do i get it to calculate it's rotation based off the hinge?

thanks in advance for any and all help related to this issue!