Draconic Lioncourt
Registered User
Join date: 18 Jan 2005
Posts: 124
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03-21-2005 08:36
Is anyone willing to help me with and/or give me a script that will rez temporary object. For example ive heard you could put a script in the base of a fountain that will rez the rest of the fountain, kill it after a certain amount of time then rez it again when it dies. Just trying to conserve some prims on objects that won't be needed all the time.
Thanks!
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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03-21-2005 10:26
While I know how to do this, I believe it is a practice that is frowned upon. I'm willing to help people do this in isolated, plausible instances - buuut for people that want to do this with several hundred prims... no.
IM me in world for this. I won't post it, even if it's obvious to some.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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03-21-2005 11:06
There really are no plausible circumstances for people to get around their prim limits.
This should be against TOS.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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Toneless Tomba
(Insert Witty Title Here)
Join date: 13 Oct 2004
Posts: 241
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03-21-2005 12:05
Can we say LAAAAAGGGGGG 
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Draconic Lioncourt
Registered User
Join date: 18 Jan 2005
Posts: 124
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03-21-2005 13:43
I think you greatly misunderstand my intent. I'm not talking about circumventing the prim limits at all. Infact, I never even suggested such a thing.
I'm talking about when you activate an object it will be there for only the time you activate it. Such as displaying a fountain or piece of furniture for sale. This is common practice in many shops rather then having said item out all the time taking up prims you can have it put down when someone activates that vendor type deal. Ive seen it a lot and ive never experienced any lag when I was in areas that had it.
If the Lindens feel this should go against TOS I would be happy to comply. However, as far as I know, it is not. The command to rez temp objects exists specifically for these kinds of purposes I would think. Thanks
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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03-21-2005 22:26
From: blaze Spinnaker There really are no plausible circumstances for people to get around their prim limits.
This should be against TOS. I'm going to have to disagree with this, but at the same time I'm also going to say that Temp On Rez primitives do need a "cap" on the net total, per user, that can exist in the world. This is actually a large part of the debate on the "SL Commons," and it's my belief that Linden Labs is working on the problem. In the meantime, I'm going to have to go with the fact that Temp On Rez exists for that sole purpose - "Temporary on Rez" - but at the same time understand that it can be abused. So here's my stance on the matter. For small primcount items that are not "self-replicating," such as a bullet or test vehicle, generally this practice is okay. The reasoning being someone wants to rez a simplified object without worrying about whether a user is at his or her "prim limit," and in the vehicle's case you are giving someone else temporary access to something that could be shown in/taken to another region anyway. In the same light, certain people have wanted to rez high-prim-count objects, or self-replicators, and generally this is not okay as it displays a blatant disregard for the system. This is also the practice I feel LL is reviewing as we speak. So blaze, before you go on the warpath here, consider that there are still some quite legitimate uses of this system. While I feel it should be "toned down," and refuse to post most rezzers for Temporary On Rez stuffs here, I doubt LL would agree to removing Temporary On Rez completely from this niche. My guess is we'll see an allocation of these by sim and/or resident eventually.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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03-21-2005 22:46
I think I see what you are shooting for but as temp-on-rez objects are very short lived (~80-90 seconds), and as you are not trying to override prim limits, it seems that rezzing regular prims should suit your purposes. As far as having the rezzed object disappear after a specified time, it need only include a script like: // warning: not tested default { on_rez(integer n) { llSetTimerEvent(n); }
timer() { llDie(); } }
Eggy had an auto-rez building (big I recall, like maybe 64,000 m^3) that would only exist when someone was in the vicinity. I think this was done purely for fun, but it was pretty damn cool. Contrariwise, depending on what you are trying to rez-and-remove, it may actually be more costly to sense the presence of an agent and rez when "needed" than to simply have the object be permanent.
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