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Rez object on touch

Draconic Lioncourt
Registered User
Join date: 18 Jan 2005
Posts: 124
03-08-2005 21:12
I have seen scripts, primarily in vendors, where it will rez an object on touch and de-rez it when touched again. I'm looking for something similar to help keep the prim count low on my land. The Idea being: Set up a single Prim in the room. When not in use, the multi prim object(s) are "put away". When you want to use them you can call them up by clicking the scripted prim.

Is it also possible to do that with several objects? I think this would be the best way to keep the prim count low on my land when not in use and also help tidy up the area. Suggestions are appreciated :)
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
03-09-2005 06:46
Here's an idea for you. Objects that are temp on rez do not get counted as prims. If you set up a single prim that rezzes the objects you want on display, and then deletes and refreshes them every so often, you can go nuts with prims but still maintain a low count. Just make sure everything rezzed by the rezzor is set to temp on rez and that the rezzor itself is not.

Check out the holodeck at the Sci Fi Museum in Indigo if you want some examples. If you search the scripting library for "multi item multi author vendor", you can pull that apart to get the basic rezzing scripts.

Word to the wise though, do not make any objects that people are likely to sit on be temp on rez. This can lead to all sorts of issues.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
03-09-2005 07:36
From: Chosen Few
Here's an idea for you. Objects that are temp on rez do not get counted as prims. If you set up a single prim that rezzes the objects you want on display, and then deletes and refreshes them every so often, you can go nuts with prims but still maintain a low count. Just make sure everything rezzed by the rezzor is set to temp on rez and that the rezzor itself is not.

In my experience, however, the Lindens do not want you to do this. Case in point, it could push sims to levels not meant to be covered in prim memory, and if enough of it is being done, potentially crash a sim.

The easiest way to do this and have it count against the prim count would be:
http://secondlife.com/badgeo/wakka.php?wakka=llRezObject
http://secondlife.com/badgeo/wakka.php?wakka=llRezAtRoot

And add this to the touch_start event of the rezzed object:
http://secondlife.com/badgeo/wakka.php?wakka=llDie

I won't post a Temp On Rez solution, given reason above. :o
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