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Patti Frye
Registered User
Join date: 25 Aug 2006
Posts: 60
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10-06-2006 10:25
I sell furniture items right off the display model. The display has "Hover Text".
Here's the problem. When I sell the item, the customer gets it home and sets it up. The "Hover Text" is still there. A few times the display model changes to be a copy of the customers and will not let me move it, edit it, etc. So I have to end up deleting the display model and puting another one up from my inventory.
The customer contacts me after they get the merchandise home and they cannot remove the "Hover Text" from the content of the item.
I have to go to the customer and delete the "Hover Text", but only after the customer gives the item back to me, (changes ownership). And sometimes it still will not let me remove the "Hover Text".
Am I doing something wrong with permissions? Or should I have the item despensed from a box? I'm really confused on why this is happening.
HELP!!
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Patti Frye
Registered User
Join date: 25 Aug 2006
Posts: 60
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Fogot something
10-06-2006 10:26
Also, when I get the "Hover Text" removed from the Content. Sometimes the text is still there. Is this a glitch in SL?
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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10-06-2006 10:41
Hover text is a prim property, so removing the script doesn't remove the text. Here's what I suggest: This script will set the text for you. On rez, it checks to see if creator == owner, if not, it removes the hover text and deletes itself. (I'm assuming you're the creator of the object in question.) string text = "This is what the hovertext\nwill display on insertion of the script"; // \n = newline vector color = <1,1,0>; // the color of the text default { state_entry() { llSetText(text, color, 1.0); // set the hovertext property of the prim this script is in } on_rez(integer n) // When rezzed { if(llGetOwner() != llGetCreator()) // If the owner isn't the creator - this is a customer's and should not have the text { llSetText("", ZERO_VECTOR, 0.0); // remove the hover text llRemoveInventory(llGetScriptName()); // Remove this script } } }
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Patti Frye
Registered User
Join date: 25 Aug 2006
Posts: 60
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Thank you
10-06-2006 11:10
Thanks so much. I'm still trying to understand the scripting. This will help.
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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10-06-2006 11:34
You could also use the script to set the hovertext, remove the script and put a "blank" copy of the furniture inside of the furniture, and have it sell the contents instead of a copy
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Ray Musketeer
Registered User
Join date: 22 Oct 2005
Posts: 418
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10-06-2006 14:37
If you open the script first.. before deleting it, then in the script itself, delete the text of the Hover so nothing remains between the " " , then save, then delete the script it will not leave the hover text.
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Patti Frye
Registered User
Join date: 25 Aug 2006
Posts: 60
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Thanks
10-06-2006 15:16
Thanks for your suggestion but I don't want the customer to have to do delete the hover text to begin with. Customer should not have to. Should not be a part of purchased item.
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Aakanaar LaSalle
Registered User
Join date: 1 Sep 2006
Posts: 132
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10-06-2006 22:51
ok.. Well that script he put up will work for not having the hover text on the customers copy.. But what Tiarnalalon is suggesting I think might also solve some of your other problems. On your display model.. Use a script to set the hover text on that model only.. Then in the contents of that display model put another copy of the same object that doesn't have the hover text set. Then have the display model sell its contents rather than a copy of itself. After setting the hover text on the display model you can remove the script that set it so that it doesn't get sold as well. Here's a script that I use for setting hovertext. string text = "this is the text that gets set"; vector color = <1.0, 1.0, 0.0>;
default { touch_start() { llSetText(text, color, 1.0); // set the text llRemoveInventory(llGetScriptName()); // remove script } }
This will set the hover text and then immediately delete itself when touched. I use touch_start instead of state_entry just so I can edit it and put the text that I want before it goes off. Then after this is set, put a copy of the object into the inventory and sell the contents (this is on the general tab, where you set the price etc) rather than a copy of the object itself. Problem solved.
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