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Permissions and how they work

Siro Mfume
XD
Join date: 5 Aug 2004
Posts: 747
08-11-2004 19:35
okay before I go off and sell incorrectly permissioned vehicles or objects to people, let me make sure I have this all correct.

The order of permissions on objects is:
Obect sets the main rights which it passes onto all contents.
Contents limit their permissions that the object sets on them.

Modify for objects means they can link, delink, stretch, rotate, basically change the looks.

Copy for objects means they can physically copy the object many times.

Resell/giveaway for the object means they can do exactly that.

Now if they have Copy but not Modify, they won't be able to make edit copies, but still be able to pull copies out of their inventory endlessly right?

If they don't have Copy and they do have modify and it is erased during a sandbox wipe, it's gone for good right?

But for contents I start to get confused. Say you don't have copy on the contents, but do on the object. Does this mean only the first one has contents in it? Or does the object copy override the contents and I have the order of things incorrect? Do content permissions even matter?

I'm aware from several other posts I searched that there are several functions for working permissions on the contents. Basically, I'm just trying to work out the best way I can go about selling vehicles without disclosing my script and I'd rather only sell one script at a time and not give away thousands of copies for the price of one... I'm not overly concerned what people put this script in as I don't have tons of vehicle designs yet. At this point, it'd probably be easiest to just sell the script, but it'd be nice to know so I can sell vehicles too >.>;
Klintel Kiesler
Registered User
Join date: 31 Dec 2003
Posts: 51
08-11-2004 19:55
Well lets say, as you stated, put a script or something inside an object and the script was not copy-able yet the object was, the object keeps its permissions, but because of that script you are not able to copy it until the script is gone.

if anything in the contents does not reflect the object permissions the end result becomes that permission is not given until something is fixed

EDIT: what I would recommend is sell your vehicles with copy permissions, alll of its contents and the vehicle itself as a copy only, get rid of mod and get rid of transfer. vehicles like to disappear after a while for no reason what-so-ever. If people want to color their vehicles give them something that allows them to have another color via script not a mod-able version of your vehicle.
Siro Mfume
XD
Join date: 5 Aug 2004
Posts: 747
08-11-2004 22:32
Thanks for the info for permissions. So that kinda means they work backwords? If you have an object or script or card with no rights inside an object will full rights you won't be able to do anything with it?

I was all right with no modify no resell with copy, however I was concerned about selling any such vehicles as currently I am having problems setting up configuration settings. I had thought I had done everything correctly. All I did was take some settings I though would be important to change, things like sit target, offset and so on and throw them on a note card. Then I used the normal stuff for reading a note card in the default state entry and move what was there into a seperate state which I had the default state call after it read the card. Now I know it's reading the card properly because it gets past that point and the variables are properly set. For some reason when I have it set up this way, the permission routine for animation and controls no longer functions. It just doesn't seem to get it that an avatar is sitting down even though I didn't touch that portion of the code beyond what I've outlined above.
Siro Mfume
XD
Join date: 5 Aug 2004
Posts: 747
08-14-2004 08:17
don't mind me, I just figured out you can't get vectors directly out of notecards using csv2list because they have commas in them XD That's what my problem was. My sit target waasn't setting properly because the vector wasn't being fully or properly retrieved.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
08-14-2004 11:01
llCSV2List is effectively replaced by llParseString2List. It lets you do the same things, only you can specify the seperator.
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Siro Mfume
XD
Join date: 5 Aug 2004
Posts: 747
08-15-2004 12:06
Right, but I still can't seem to pull a whole vector out of it, leaving me with the same number, or more of assignments. So for my purposes it replaces nothing unless I'm missing how you can convert a string into a vector in a single assignment step.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
08-15-2004 12:37
Are you asking how to convert a string to a vector? That's easy: (vector)string_name

See the wiki page on explicit typecasting for more.
_____________________
Need scripting help? Visit the LSL Wiki!
Omega Point - Catherine Omega's Blog
Siro Mfume
XD
Join date: 5 Aug 2004
Posts: 747
08-15-2004 20:05
no, I'm asking how to convert a string into a vector and have it work. Thus far I have been unable to do it when getting a string of numbers out of a notecard.
thus the equivalent of:
string blah = "<5.0, 2.0, 1.0>";
vector whatever = (vector)blah;

has not worked, nor has:

string blah = "5.0, 2.0, 1.0";
vector whatever = (vector)blah;

By all means, if you're familiar with retrieving vectors from notecards other than as floats and assigning each value (a similiar problem with rotations), then let me know.