Restricting access to a single room?
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Jinsar Eponym
Registered User
Join date: 13 Feb 2006
Posts: 127
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04-14-2006 15:09
I know you can get a multitude of security scripts to keep people off your land entirely and honestly trying to figure out which is okay and which will get you banned seems to be a bit convoluted.
I'm wondering if there are that will restrict access to a single room or similarly designated area?
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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04-14-2006 15:26
First off, anything that pushes people out of an area is illegal, but the use of llEjectFromLand isn't. Unfortunately, if you don't have access to the script (or you're not a scripter anyway) you won't be able to tell. The reputable security scripts are all carefully tailored so that they're not technically illegal.
Secondly, please do consider whether you really absolutely need to restrict public access to an area. If not, I'd advise you not to, particularly when you're offline (I can't see any good reason for that). Blanket-ban or whitelist security scripts really annoy me, personally speaking.
But on the subject of whether it's possible - sure. You could use a volume detect, which is when you just have one big prim or set of prims that is phantom but can still detect "collisions" i.e. someone passing through it. You'd create one in the area you wanted to protect and it would activate when someone banned walked into it. It's not really much different from the sensor-based ones that are more commonly up for sale, in practice.
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Jinsar Eponym
Registered User
Join date: 13 Feb 2006
Posts: 127
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04-14-2006 15:41
Personally I'd prefer the ability to turn the script on and off at will, so I may only activate while online. I haven't worked that detail out entirely yet. From: someone Blanket-ban or whitelist security scripts really annoy me, personally speaking.
and people wandering into certain areas annoys other people, not really the point of the thread. From: someone But on the subject of whether it's possible - sure. You could use a volume detect, which is when you just have one big prim or set of prims that is phantom but can still detect "collisions" i.e. someone passing through it. You'd create one in the area you wanted to protect and it would activate when someone banned walked into it. It's not really much different from the sensor-based ones that are more commonly up for sale, in practice. My abilities are still growing at this point, but would this by done by making however many prims you need and linking them with ctrl-l if it was larger than one? This volume detect, can it operate like other security scripts where it would be possible to eject all from a certain room except for those on a list? I'm just wondering how it detects info when compared to the way land protection scripts work.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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04-14-2006 15:53
All of the detection events work pretty much in the same way - touch, collision, sensor. In most security scripts there's a sensor event, but that could quite easily be a collision event used with a volume detect, without much modification. The specific script would likely need to be changed in various additional ways (e.g. remove all sensor calls) but the details would depend on the script, and the basic function would not have to change much or at all.
Yes, volume detects work across linked prims so if you're detecting over a volume greater than 10x10x10m, or of an odd shape you would want to use that.
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Jinsar Eponym
Registered User
Join date: 13 Feb 2006
Posts: 127
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04-14-2006 15:57
I guess the bigger question then is: Is there a function for ejecting someone from inside that volume, rather than ejecting from the entire land? Or will I be resigned to locking down the part I want, but still ejecting people from the plot. I guess that does give people an opportunity to pass innocently through without worry about flying into a security script.
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Leonard Churchill
Just a Horse
Join date: 19 Oct 2005
Posts: 59
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04-14-2006 18:54
<avoids the whole security thing>
There is not a command llEjectFromAnArea(vector pos, integer radius). Eject by lot is all you got (and yes, I worked on that rhyme).
Simplest answer: replot your land to a (presumed) tiny lot for your room and use the normal commands within the framework of the TOS.
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Ranma Tardis
沖縄弛緩の明確で青い水
Join date: 8 Nov 2005
Posts: 1,415
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04-14-2006 19:31
From: Jinsar Eponym I guess the bigger question then is: Is there a function for ejecting someone from inside that volume, rather than ejecting from the entire land? Or will I be resigned to locking down the part I want, but still ejecting people from the plot. I guess that does give people an opportunity to pass innocently through without worry about flying into a security script. You need to by a security script. I only ban known griefers from my land. Peaceful residents are always welcome on my land but that is why I am online. If I wanted a truly private place would run it local and theire would be no issues with outsiders but it is the other residents that make SL worth the effort.
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Jinsar Eponym
Registered User
Join date: 13 Feb 2006
Posts: 127
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04-14-2006 19:47
From: Ranma Tardis You need to by a security script. I only ban known griefers from my land. Peaceful residents are always welcome on my land but that is why I am online. If I wanted a truly private place would run it local and theire would be no issues with outsiders but it is the other residents that make SL worth the effort. Again, not the point of the thread, if you've got something to actually contribute in the way of information about the script, its welcome. Otherwise don't waste my time or yours. I didn't start this for a debate about privacy online.
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Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
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04-15-2006 07:29
If you don't mind using extra prims, use volumetric detection. Basically, the prim becomes phantom but can be used to detect collisions. Just fill the room / area you want with these prims and have the access list built into them, and if they're not on the list whilest colliding with it, it'll eject them from the parcel or push them out of the area.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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04-15-2006 07:34
I said use volume detect at the top!
I think Leonard's right there - i.e. subdividing the land and then using llEjectFromLand in the script - that sounds like the best method to me.
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Jinsar Eponym
Registered User
Join date: 13 Feb 2006
Posts: 127
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04-15-2006 07:44
Thanks guys, this should head me in the right direction for this. I think the area I'm covering is smaller than a 10x10x10 square so I should be able to get it done in a single volume. I just need to learn how to script without hurting myself and I'm good.
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Ranma Tardis
沖縄弛緩の明確で青い水
Join date: 8 Nov 2005
Posts: 1,415
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04-15-2006 07:47
From: Jinsar Eponym Again, not the point of the thread, if you've got something to actually contribute in the way of information about the script, its welcome. Otherwise don't waste my time or yours. I didn't start this for a debate about privacy online. You want to secure one room right? The security scripts have different ranges. The scanner has a range up to 100 meters and the weapon active responce has a range up to 100 meters. You can eject, tp home or push. My is set to "tp home". The shortest setting is 30 meters. If you only want to "secure" one room it is the best or you can write or have someone write you a script. The shortest time is 6 seconds. My unit is from Psyke Phaeton and it does everthing as advertised. He also includes notes on how not to break the TOS. Usually put my 2 yen in anything I write. After all these forums are a "soapbox" for us to speak 
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Jinsar Eponym
Registered User
Join date: 13 Feb 2006
Posts: 127
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04-15-2006 07:50
I'll check that out. I think I passed through that place yesterday. 30 is probably a bit big, but still workable I think.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-15-2006 12:14
What I do is simply have a door that's scripted to open for 30 seconds when touched by people on the list, or a wall that goes phantom for 30 seconds on contact, or a sit teleport that enables itself for 30 seconds on touch... and assume that anyone who isn't going to be deterred by a wall is only going to be encouraged to meddle by a security script.
You can't effectively keep people out of any volume smaller than a couple of hundred meters or so across, because they can direct the camera in there and click on things and so on, so why bother?
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Ranma Tardis
沖縄弛緩の明確で青い水
Join date: 8 Nov 2005
Posts: 1,415
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04-15-2006 13:44
From: Argent Stonecutter What I do is simply have a door that's scripted to open for 30 seconds when touched by people on the list, or a wall that goes phantom for 30 seconds on contact, or a sit teleport that enables itself for 30 seconds on touch... and assume that anyone who isn't going to be deterred by a wall is only going to be encouraged to meddle by a security script. You can't effectively keep people out of any volume smaller than a couple of hundred meters or so across, because they can direct the camera in there and click on things and so on, so why bother? I agree with you, sometimes think that banning and security scripts attract griefers instead of detering them. Most griefers when they see something get "bored" with it. It is when they cant see or go there that it becomes a challenge. What are you trying to protect goes through their little minds. Maybe the best way to hide things is in plain sight.
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Rayvn Hynes
Registered User
Join date: 15 Jul 2007
Posts: 14
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11-01-2007 11:51
First, I'm going to apologize for bringing up an old thread, but I have a question about the large prims made phantom with collision detection. I was messing around with that idea in my club, as I have the private rooms on the second floor.
My problem... it may be what I'm using for the script, I have no idea. I'm using the Intellidoor, because it will go phantom if you're in the right group. Then I made it so it doesn't *close*. I just changed stuff in the notecard to what I thought would work, then made the door 10x10 to fill the room. I had it on phantom, and then realized it wasn't detecting the collision, so I turned phantom off because the *door* turns phantom if you're allowed, and i made it so it would stay open. So... if i'm standing there INSIDE the prim... why does it lift me and make me do the falling thing? Since it did that when I had the phantom box unchecked, I assumed that was why. So, I made it phantom.... and it still lifted me and made me suspended there *falling*. Is it because I'm using a door script? That's probably a dumb question, but I would assume since the door goes phantom, it would basically do the same thing as someone has suggested previously in this thread.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-01-2007 13:14
EDIT: must read post dates in the future
the behavior you described happens when a prim isn't phantom (floting to the edge/up).
my guess is you borked the script(possible), or the script resets nonphantom after a timeout(likely)
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