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llBreakAllLinks() and permissions

Lorne Harlequin
Registered User
Join date: 14 Jun 2007
Posts: 8
06-30-2008 04:03
What I am trying to make is an attachment that will llRezObject to rez a multi-prim projectile that will, on collision, llBreakAllLinks, sending the linked bits scatterring to die a few moments leter. From what I can gleen in the wiki though the script won't function without first requesting and getting permission to break links.

Will it then be necessary to click the agreement button in the "script wants to know if it's okay with you if it breaks all the links in the object you put it in" dialog every time the multi-prim projectile is rezzed, or is there a way to give a script standing permission to llBreakAllLinks, or, better yet, avoid the dialog all together?

The nature of the projectile in question requires it to be moving rather fast, strike something rather shortly after it's rezzed, and go kabooya WHEN it collides, as opposed to noticeably AFTER it collides. Can it be done?
Day Oh
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Join date: 3 Feb 2007
Posts: 1,257
06-30-2008 04:22
Consider how much easier it'll be if you put the parts in the projectile and have it rez them when it collides :)

Or, you could have the owner rez the projectile, grant the permission, and then load the one that has permission into the gun or what have you
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Lorne Harlequin
Registered User
Join date: 14 Jun 2007
Posts: 8
06-30-2008 04:41
A good thought, perhaps, except llRezObject delays the script 0.1 second, which I suppose is not really much of an obstacle. However, the linked prims I am mainly interested in having fly apart and bounce off things are each particle sources, and I want each to be active both as they go to the object, as they collide, and as the object flies apart. Each script only needs to ask for permissions one time though, correct? Asking again for permissions if you make changes and save, or reset the script?
Senuka Harbinger
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Join date: 24 Oct 2005
Posts: 491
06-30-2008 05:31
From: Lorne Harlequin
A good thought, perhaps, except llRezObject delays the script 0.1 second, which I suppose is not really much of an obstacle. However, the linked prims I am mainly interested in having fly apart and bounce off things are each particle sources, and I want each to be active both as they go to the object, as they collide, and as the object flies apart. Each script only needs to ask for permissions one time though, correct? Asking again for permissions if you make changes and save, or reset the script?


everytime your object that breaks apart is rezzed it will need to request the permissions and it will prompt the user with a dialog box. your best bet is to rez your exploding bits as an unlinked object group instead of a linkset.
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The function is working perfectly fine. It's just not working the way you wanted it to work.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
06-30-2008 09:33
If you have the projectile request the permissions before you ever stuff it into the object that rezzes it, that should work. However, note that if the object changes owner it may not retain those permissions. You'll have to experiment to see if PERMISSION_CHANGE_LINKS is preserved when the owner is changed....
Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
06-30-2008 09:35
Also, if you go with the rez option and take all the bits as a multi-object item (select all of them and then choose take), you should be able to rez them with ONE call to llRezObject() or llRezAtRoot() (which means the script delay shouldn't be a big deal). However, I believe they will all have the same position, rotation, and velocity, so you'll have to figure out how to move them from there using a script in each.
Nexii Malthus
[Cubitar]Mothership
Join date: 24 Apr 2006
Posts: 400
06-30-2008 14:08
Hmm permissions don't seem to have any persistance for owner changes Hewee, I just tested this with a friend. One could see where this could be abused though, such as an object going wild and linking up with + deleting a large architectural building. It would have served greatly for making delinking bullets, the owner of the gun/object would need to manually take the bullet out of the gun, accept permissions and put it into the object again for this to work otherwise.
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Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
06-30-2008 14:22
Yeah. I didn't think they'd carry across, and it's a bit of a relief that they don't. It just seemed worth a try.