llBreakAllLinks on physical objects a bad thing?
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Kral Playfair
Registered User
Join date: 8 Aug 2004
Posts: 24
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09-03-2004 03:35
I wanted to make a projectile (a chicken  ) fall apart on impact, so I figured llBreakAllLinks would do the trick. Instead, the chicken would violently explode! While showing a friend, the sim I was on died rather suspiciously. Is this buggy functionality I should avoid as it crashes sims? Or just normal buggy functionality? Would like to hear from y'all before I test-fire it again.  Also, the resulting effect kinda sucked as the chicken blew itself apart rather than winding up prim soup. Is there a better way to do such an effect?
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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09-03-2004 05:15
Most hilarious bug ever 
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Ezhar Fairlight
professional slacker
Join date: 30 Jun 2003
Posts: 310
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09-03-2004 05:30
When you delink your chicken, some of the prims will be interpenetrating each other. Those are pushed apart rather violently by the physics engine, resulting in your chicken explosion.
One way to achieve your goal is to put chicken pieces into your chicken, then when it's supposed to fall apart you rez them and delete the original chicken.
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Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
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09-03-2004 10:06
Hmm. Might also help to make the chicken phatom (aaa, phantom chicken!) before unlinking it. Never tried it, but it's worth a shot, huh?
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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09-03-2004 12:57
From: someone Originally posted by Cubey Terra Hmm. Might also help to make the chicken phatom (aaa, phantom chicken!) before unlinking it. Never tried it, but it's worth a shot, huh? Would it not then promptly fall through the ground and disappear? ^^
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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09-03-2004 14:00
Phantom physical objects will still collide with the ground. (But if you are on the 4th floor of a building, the downstairs neighbors are going to be surprised by ghostly chicken bits falling through their ceiling...)
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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09-03-2004 14:26
Really? For real? I'm sure I remember foolishly setting a physical object to phantom, and watching it blithely fall through the very earth below my paws. ^^
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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09-03-2004 18:11
The only time a phantom object will fall through the ground is if you use llVolumeDetect(); Normally phantom objects don't go through the ground.
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Evil Fool
"==" != "="
Join date: 30 Jul 2004
Posts: 110
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09-03-2004 18:28
This bug has even greater possibilities, like the antigrav bug/script I made. Extremely simple, nearly impossible to create unless you know what you are doing. Send me an IM in game and i'll show you this thing. It once sent a friend over 5000m. I personally never have been far over the clouds. and fly doesnt help you, you still go upwards. edit: the llVolumeDetect and falling through the ground can be a great way to get missiles and such to be able to hit a target regardless of their position  Also, my launchable parrots explode on impact due to this... I guess i'll try the phantom thing, but then the feathers wouldnt land on the floor, but rather on land.
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Kral Playfair
Registered User
Join date: 8 Aug 2004
Posts: 24
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09-03-2004 19:07
From: someone Originally posted by Evil Fool This bug has even greater possibilities, like the antigrav bug/script I made. Extremely simple, nearly impossible to create unless you know what you are doing.
Send me an IM in game and i'll show you this thing. It once sent a friend over 5000m. I've been above 40,000m. :) I had to build my own altimeter just to figure out how high I was going. I was trying to code a jetpack, but obviously had some trouble with the throttle. :)  Btw, here are a couple pics of the exploding chicken carnage. After maybe 10 chickens, the sim next to me vanished, then the sim I was on went red(?). The sim I'm on goes down frequently all by itself, but I'm reasonably sure I accidently pushed it over the edge this time. :)   Rather disppointing if this did actually cause a crash, as it would have made for a really cool effect.
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Lumiere Noir
Ivory Tower Dweller
Join date: 25 Dec 2003
Posts: 212
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09-03-2004 19:09
From: someone Originally posted by Evil Fool edit: the llVolumeDetect and falling through the ground can be a great way to get missiles and such to be able to hit a target regardless of their position 
Also, my launchable parrots explode on impact due to this... I guess i'll try the phantom thing, but then the feathers wouldnt land on the floor, but rather on land. I've had zero luck getting llVolumeDetect to work on a moving prim however. It's frustrating, it would be so cool. (this is a non-phys remotely controlled torpedeo I'm working on) Lumi
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ramon Kothari
FIC
Join date: 9 Dec 2002
Posts: 249
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09-03-2004 19:10
one way to fix/do what you want is in each chicken pc place a script that sets the prim to non physical then have the pcs move .01 or so then set the prim back to physical
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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
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09-03-2004 19:52
Suggestion:
Delete the entire original object on impact, and (optionally) rez the "exploded" pieces (which can all be linked...create a few different "exploded" objects and randomize which one gets rez'd to so your pile 'o chicken parts isn't always identical).
For the "explosion", use a particle system or two, with textures that match exploded pieces.
I did this once for a breakable window (starts out intact, particle and switch to broken on collision detect), and later for a scatter grenade. I started out like you did, but immediately ran into collision oddities and such. The particle/kill object/rez bits approach worked well within the limitations of SL. .
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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09-03-2004 23:13
From: someone Originally posted by Cubey Terra Hmm. Might also help to make the chicken phatom (aaa, phantom chicken!) before unlinking it. Never tried it, but it's worth a shot, huh? I second this suggestion. Making the whole chicken phantom before breaking all its links will reduce the stress on the physics engine by a great amount. The version of Havok SecondLife uses doesn't handle interpenitration well; when things interpenitrate, they are usually either thrown apart by a massive force, or cause the sim to go into a deep-think (aka slow death). If you *do* want the chicken to exhibit this same exploding effect after you make it phantom, have a script in each prim that applies a random (or possibly computed) impulse to itself (see llApplyImpulse). This method is safer, since it doesnt force the physics engine into doing many computations. The problem you will probably have is derezzing all the phantom pieces once they have unlinked. For that, you need a script in each prim, checking to see if the prim is unlinked, then if it is unlinked, killing itself. Another possible solution would be to set the whole object to temp on rez before unlinking it (is this possible via script yet?) The satasfaction you will experiance if you implement the other solution proposed in here (rezzing the exploded chicken) is dependant upon your tolerance for rezzing delay. llRezObject delays script execution for 1 second. This means it will take 1 second for each object you want to rez. I really didn't feel like counting the number of prims the chicken was composed of via your images, so Im afraid I cant give you a guestimate on how much time the rez of a fully-exploded chicken will take, but It's probably more then you're willing to wait. Note that the unexploded chicken needs to rez all of its pieces before it dies. Then again, you could get around rez delay by selecting the exploded pieces and using the "take all into inventory" feature to make them function as one object. ==Chris
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
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09-03-2004 23:30
But what about the chicken. I mean that must *hurt*.
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Vade Blair
Tattoo Artist
Join date: 19 Mar 2004
Posts: 132
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09-04-2004 17:42
I already have Exploding Chickens, no, I am not going to tell how either, but they work just fine without any damage to the sim. I have had up to 100 chickens explode at once (pretty close) with 0 effects to the sim.
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katykiwi Moonflower
Esquirette
Join date: 5 Dec 2003
Posts: 1,489
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Re: llBreakAllLinks on physical objects a bad thing?
09-04-2004 17:47
From: someone Originally posted by Kral Playfair I wanted to make a projectile (a chicken ) fall apart on impact, so I figured llBreakAllLinks would do the trick. Instead, the chicken would violently explode! I am curious. why are you copying what is already made and being sold right now by another player when you can buy one at a very reasonable price? Cant you come up with your own ideas?
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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09-04-2004 17:59
From: someone Originally posted by Vade Blair I already have Exploding Chickens, no, I am not going to tell how either, but they work just fine without any damage to the sim. I have had up to 100 chickens explode at once (pretty close) with 0 effects to the sim. Why bother posting this other then to pompously flaunt yourself?
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katykiwi Moonflower
Esquirette
Join date: 5 Dec 2003
Posts: 1,489
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09-04-2004 18:35
From: someone Originally posted by Christopher Omega Why bother posting this other then to pompously flaunt yourself? letting someone know they are copying another person's idea and design is not flaunting.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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09-04-2004 18:56
Gee, imagine if all of a sudden we couldn't have Linux just because there was UNIX before. I mean, that's totally stealing their idea and design. Linus should have just saved up for a copy of UNIX back in the day. And there should only be one brand of car. Because the other brands are all STEALING the idea and design of a 4 wheeled vehicle with an internal combustion engine. In fact, bUTTONpUSHER Jones, maker of the first SL vehicle ever, should be charging every single vehicle maker royalties for the privilege of using HIS ideas and HIS design! You wouldnt happen to work for SCO would ya? 
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katykiwi Moonflower
Esquirette
Join date: 5 Dec 2003
Posts: 1,489
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09-04-2004 19:44
From: someone Originally posted by Eggy Lippmann Gee, imagine if all of a sudden we couldn't have Linux just because there was UNIX before. I mean, that's totally stealing their idea and design. Linus should have just saved up for a copy of UNIX back in the day. And there should only be one brand of car. Because the other brands are all STEALING the idea and design of a 4 wheeled vehicle with an internal combustion engine. In fact, bUTTONpUSHER Jones, maker of the first SL vehicle ever, should be charging every single vehicle maker royalties for the privilege of using HIS ideas and HIS design! You wouldnt happen to work for SCO would ya? I know you cant help it and reponding to every post is your life, but i bet you are also one of the witch hunters who scream when someone's creation is resold
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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09-04-2004 23:20
From: someone Originally posted by katykiwi Moonflower letting someone know they are copying another person's idea and design is not flaunting. Ideas are not copyrighted, implementations are. If you feel an idea is "stolen" get a fricken clue! Imitation is the highest compliment a person can recieve. Its as if the imitator said "Hey man, this is a great idea! I would like to sacrifice my time to make it into reality!" to the original creator of it. This is why I dont have reservations pertaining to the sharing of ideas and knowledge. The way you and Vlade expressed yourselves conformed almost perfectly with the definition of flaunting. "Id like to let everyone know that this was my idea. I deserve the utmost respect and honor for creating this idea. Im not going to share ANY of my knowledge with you concerning the problems I had/am having with it, because I can." is how his post looked to me. I mean, jeez, it doesnt make any sence whatsoever to post a statement as useless as that one in a thread that's trying to be constructive. And for the record: From: someone Dictionary.com: flaunt Pronunciation Key (flônt) v. flaunt·ed, flaunt·ing, flaunts v. tr.
1. To exhibit ostentatiously or shamelessly: flaunts his knowledge. See Synonyms at show. 2. Usage Problem. To show contempt for; scorn.
v. intr.
1. To parade oneself ostentatiously; show oneself off. 2. To wave grandly: pennants flaunting in the wind.
==Chris
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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09-05-2004 02:36
From: someone Originally posted by katykiwi Moonflower I know you cant help it and reponding to every post is your life, but i bet you are also one of the witch hunters who scream when someone's creation is resold You obviously dont know what youre talking about  Do a little searching and you will find many flamewars about people reselling items, where I was pretty much the sole person to contend that this is perfectly normal and acceptable behavior. I am SL's token anti-capitalist. I am vehemently against the very notion of patents and copyrights. You might even find one of my most famous lines "Everything should be free to copy".
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Kral Playfair
Registered User
Join date: 8 Aug 2004
Posts: 24
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Re: Re: llBreakAllLinks on physical objects a bad thing?
09-05-2004 02:55
From: someone Originally posted by katykiwi Moonflower I am curious. why are you copying what is already made and being sold right now by another player when you can buy one at a very reasonable price? Cant you come up with your own ideas? 1. I didn't know anyone was selling them, or even had them. 2. I'm a programmer - Dance clubs and fashion are not why I'm here. 3. I was after a generic way to smush any object without having to make custom chunks of it ahead of time. But by all means, don't let reason get in the way of your posts. :>
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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09-05-2004 06:18
I remember shooting exploding chickens in the sandbox and when they exploded the chickens near would run(?) away. They were so much fun to hunt. (great now the SL animal rights activists are going to be after me)
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