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Explosive Unlinking

Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
07-15-2004 15:15
I made a very interesting airship that uses a giant balloon vehicle to tow a rotating cab using a hinge. You can have tons of people in it, theres 3 rooms and generally its pretty good.......... Besides the fact it will occasionally, while crossing servers, horribly delink sending deadly shrapnel about the world. This is kind of messy and i don't like littering.

I was wondering if A) Someone happens to have a solution to this problem(though I'm kinda doubtful) or

B) right a script that can tell when a prim is delinked and then have it explode on contact with the ground. This way I'll have a spectacular explosion when this explosive unlinking occurs that will allow me to not litter the world with prims. I'll just pop it into every prim on the ship just incase.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
07-15-2004 17:29
Occasionally? Joints are known not to persist across sim boundaries. You should not expect them to do so. Actually you should not expect joints to work at all :)
They are very buggy and have never been finished really.
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
07-15-2004 17:45
You misunderstand. The joint holds fine, the problem is the entire airship will delink sending shrapnel in all directions. Infact I'm usually left with the two parent prims still being hinged correctly.

I could also try some other tactics to link them but none are nearly as successful. I tried hooking them together and that too would hold together but had more little problems.... That and the Cab would fall off often when crossing sims (though it didn't a surprising amount of the time).... I might try setting the cab in a "nest" now, but that'll suck up even more prims... then again the zeppelin doesn't need many.
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
07-15-2004 18:22
When an object crosses a border, it is quickly derezzed, rezzed and linked on the other side. If the linking process fails, what your experiancing will occur.

Is your ship made up of > 255 prims when people are sitting on it? Was it made using the link distance hack?

==Chris
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
07-15-2004 18:47
Doesn't even have to be a hack.

Its possible to get a vehicle to link by linking things in the right order that 'shouldn't link, and thus explodes on sim borders.
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
07-15-2004 21:52
The zeppelin is made with a combination of 3 10 x 10 x 10 cylinders and 2 10x10x10 halfspheres(which means 5x10x10) for a link distance of 40 meters. The Cab is a 2x2x.5 configurations(big half box basically) so thats 20 by 20. Is there a distance that would be safer?

Edit: I testfew the largest object, the Zeppelin(to note its the configuration I stated above only with 3 balloons), without the cab over sims with little issue -- until I crashed right on the boarder between 4 sims but I guess thats just asking for trouble. Besides that it had no problem.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
07-16-2004 08:24
for one of my projects (totaly unrelated to this) i needed to have a prim die when it was a single prim.

CODE

default
{
change(integer a)
{
if(!llGetLinkNumber())
{
llSleep(10);
llDie();
}
}
}


the sleep is to help keeping it from ghosting.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
07-16-2004 12:50
heh, I might eventually edit this to make a more impressive explosion as well before they die, sending flaming bits in all directions before they burn up in the air.

Man though, thanks. I'm getting sick of answering IMs about my mess with long winded apologies.
Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
07-16-2004 15:40
Welcome to the club. :D


I remember back when my first DOOM FORTRESS exploded on the border of Abbotts and Cowell. It's shattered remains littered D'ni and I had to call on a Linden to help me get it all cleaned up. :P

The worst catastrophic explosion I've had yet was over the Welcome Area. It only took a minute after it exploded before every single piece was returned to my inventory...


Anyway you should be able to do fine if you make it only a little smaller. My doom fortress worked great when I shrank it but then it wasn't as fun anymore.


A big factor is the speed your vehicle travels at. When I recently showed my incredible exploding doom fortress to my old friend LOLA BOMBAY upon her return to Second Life, I used a much slower flight script and my fortress didn't explode. It did have a catastrophic failure but I later found the intact doom fortress a couple sims away, crashed into someone's house.
_____________________
-- Relee the Squirrel --
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
07-16-2004 22:54
Woah, shrinking a bit worked. Now I suppose the trick is finding the largest size I can safely get away with. Thanks for the info.