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rezing and controling objects

Danielz Shackle
Registered User
Join date: 30 Apr 2006
Posts: 100
05-30-2006 13:35
hey, ive seen scripts somewhere where i can make objects rez and the delete objects to save prims. The ones i want keep it in state where it never coutns as prims. i cant seem to find it now, can anyone point me towards the codes for something like this.

also, and heres the fun part, if i want to use this as a game and have it rez the game pieces, would i be able to then move the pieces with setpos, annd still delete them when done?

what im really looking for was how they not only rez it, but keep in temp state where prim count is not affectd.
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
05-30-2006 18:29
You're probably thinking of the Temporary prim status; you can set that using the Temporary checkbox on the Object tab in the editor window. There's no way to control exactly how long these objects will exist in-world, however: their lifetime can vary greatly depending on sim load and when the temp object cleanup cycle runs. I've seen times quoted between 45 seconds and two minutes, on average.

Temporary also only takes effect after it's been set on an object, the object has been taken into inventory, then rezzed back into the world (which is why it's also called Temp On Rez). You can set this flag on prims using llSetStatus() as well, I believe, but the same restrictions apply.
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Danielz Shackle
Registered User
Join date: 30 Apr 2006
Posts: 100
that helps alittle
05-30-2006 20:46
ok, that helps, it defianitly points me in the right direction, im going to play with that now.

the stuff ive seen though is like a box that brings up temp object, and keeps it up for long term. some people use it to parks cars for long terms, etc, but my game will only require it stay up for maybe five minutes, so it shouldnt cause any extra load on sim, but if times vary how do you keep it to appear as one object, is their a way to detect when it unrezzes and bring it back?