Door that charges admission?
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Alex Farber
Registered User
Join date: 5 Feb 2004
Posts: 82
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10-18-2004 12:12
I need a door that charges admission to a room by the minute. Once the person's time is up they get ejected from the room.
Is this even possible? If so, where would be a good place to start writting it?
Is this already available? If it is where can I buy it?
If any of you scripter gurus out there want to quote me a price if this hasn't been done already, please do so?
Thanks
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Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
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10-18-2004 12:18
Considering the large number of exploits, no door or wall can really be considered impenetrable. You might be able to accomplish the same thing using subdivided land and llAddToLandPassList to restrict access based on time. Have the room be a specific parcel, and have the person pay an object which then issues him access to that land for a short while.
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Alex Farber
Registered User
Join date: 5 Feb 2004
Posts: 82
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10-18-2004 12:28
I have considered the expoits. Actually I am trying to help a friend with this. Considering the exploits it would probably be a waist of time to even try to do this. My friend had heard that it is possible and that it involves four different scripts. Thought I would throw it out there for the community and get some opinions on the possibilities. Might just be easier to hire someone to stand at the door  . I might be way in over my head on this one?
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Korg Stygian
Curmudgeon Extraordinaire
Join date: 3 Jun 2004
Posts: 1,105
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10-18-2004 13:05
Let's rework the original idea for a second and ask teh truly talented scripted/truly knowledgeable if the desired effect is possible in this manner... or am I complicating something already possible...
Is there a way to make a mini-parcel as part of a plot which acts as the portal through which access to the rest of the larger parcel.. and the only way through is by paying the fee?
We have the ABOUT LAND capability to charge for access to land... How do you script that access so that visitors can arrive and get an information notecard and then make a decision on whetehr to proceed further or not.??
This system is apprently possible on the private sims.... can it be implemented somehow on the mainland/in public sism?
Or is the solution to simply set the entire plot to charging the access fee?
((Not trying to hijack.. looking for a solution to the apprent underlying desire in the thread))
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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10-18-2004 21:47
Ardith's suggestion sounds like the easiest and most ideal.
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Jack Digeridoo
machinimaniac
Join date: 29 Jul 2003
Posts: 1,170
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10-18-2004 21:52
You could check if the av was inside the perimeter of the structure and teleport them home if they didnt pay the door.
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Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
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10-18-2004 23:26
Korg's idea is the easiest. We already have the ability to charge a fee for a set amount of time to access a parcel. It has always been there, no one uses it much.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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10-18-2004 23:40
From: Loki Pico Korg's idea is the easiest. We already have the ability to charge a fee for a set amount of time to access a parcel. It has always been there, no one uses it much. Okay, so I'll go then use my camera to look inside your main area, and sit on an object inside. Or better, I'll just sit on a prim and move myself inside. Korg's method does not account for the most obvious loopholes. Ardith's does.
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Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
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10-18-2004 23:54
Well, you can use camera controls to look nearly anywhere. The "buy pass" system we have available via about land options is like a land ban until you pay, you cant cube your way in. Its not really worth fighting about, the options are there and I am sure Alex will do what he decides.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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10-19-2004 01:03
From: Loki Pico Well, you can use camera controls to look nearly anywhere. The "buy pass" system we have available via about land options is like a land ban until you pay, you cant cube your way in. Its not really worth fighting about, the options are there and I am sure Alex will do what he decides. I didn't mean to be rude - if I sounded short, it's because I keep my posts short; less to read. Good luck either way; I posted to provide a scriptor's feedback so Alex can make a good choice. 
_____________________
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Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
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10-19-2004 01:30
Likewise, just throwing out options.
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Lit Noir
Arrant Knave
Join date: 3 Jan 2004
Posts: 260
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10-19-2004 10:23
Well, I know it's not sim friendly (the pre-existing access system is better if it can be used), but what's wrong with the sensor option? Anyone not on a list that gets sensed gets booted. Granted, unless the rooms are spheres it gets ugly, but llDetectedPos (sp?) can help with that.
It should be noted that a bunch of these could be rather nasty to the sim. I don't see a reason why the repeats have to be very fast (say less than 10 seconds), but I don't remember off hand how much lag is induced simply from the sensor overheads versus the number of sensor firings.
EDIT: Just wondering, if one has a bunch of rooms, could one master sensor and access list manager handle them all. Might cut down some of the script overhead.
EDIT AGAIN: Not sure how the payment system would work though with this, never worked with scritps getting money, I'm more of a buyer.
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Jack Digeridoo
machinimaniac
Join date: 29 Jul 2003
Posts: 1,170
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10-19-2004 10:34
From: Hiro Pendragon Okay, so I'll go then use my camera to look inside your main area, and sit on an object inside. Or better, I'll just sit on a prim and move myself inside. Korg's method does not account for the most obvious loopholes. Ardith's does. Uhm, they have the same idea. Ardith just says use land pass with a smaller parcel. You can do it with a script though, and you sitting on a object would not stop you from being TP'd home.
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Jack Digeridoo
machinimaniac
Join date: 29 Jul 2003
Posts: 1,170
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10-19-2004 10:36
From: Lit Noir Well, I know it's not sim friendly (the pre-existing access system is better if it can be used), but what's wrong with the sensor option? Anyone not on a list that gets sensed gets booted. Granted, unless the rooms are spheres it gets ugly, but llDetectedPos (sp?) can help with that.
It should be noted that a bunch of these could be rather nasty to the sim. I don't see a reason why the repeats have to be very fast (say less than 10 seconds), but I don't remember off hand how much lag is induced simply from the sensor overheads versus the number of sensor firings.
EDIT: Just wondering, if one has a bunch of rooms, could one master sensor and access list manager handle them all. Might cut down some of the script overhead. Using a sensor you are limited to 15 av's or you need multiple objs. I don't recommend it but its possible.
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If you'll excuse me, it's, it's time to make the world safe for democracy.
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Korg Stygian
Curmudgeon Extraordinaire
Join date: 3 Jun 2004
Posts: 1,105
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10-19-2004 10:42
Rescanning this thread I have to apologize to Ardith for what appears to me to my having restated what is essentially her idea in my own words and calling it mine. She has the technical terms that I lacked when I tried to make a cohernt response earlier.
Sorry Ardith.
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Alex Farber
Registered User
Join date: 5 Feb 2004
Posts: 82
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10-19-2004 11:38
Thanks for all the advice. It's not like the rooms are going to be unsupervised. I guess the illusion of privacy is what we are trying to offer. The rooms aren't very big. They are pretty cool in my opinion. They even have videos in them, which I didn't realize was even possible. I am definately going to work on it and appreciate all the advice. I still am not sure where I am going to start. I ususally only work on one script at a time since I am still a newbie to it and this is probably from my predictions going to take more than one.
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Spuds Milk
Registered User
Join date: 28 Sep 2004
Posts: 94
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10-19-2004 15:06
could do it with collision_start, llVolumeDetect , make an object size of the room, llVolumeDetect makes it phantom, then check each person when a collision_start event happens. boot as nessisary.
script only runs when person ENTERS room, so low proccessing. though this might make interacting w/ objects odd, since everyone's inside a cube, effectifly
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