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llSameGroup between object and land?

Katronix Serf
Registered User
Join date: 30 Apr 2006
Posts: 5
07-23-2006 08:54
Hi all,

I'm trying to figure out how to make an object that will die when the land its on changes groups or owners.

IE: if my group sells a piece of land, you now buy it, the advertising I put on it dies because its no longer for sale.

Would llSameGroup work in this matter? Or is there an easier way to test if the land is for sale still?

Thanks,

Kat.
Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
07-23-2006 15:30
I'd run http://secondlife.com/badgeo/wakka.php?wakka=llGetLandOwnerAt once in state entry to store your land owner key in a global . . then run a timer every 10 min or so that compares llGetLandOwnerAt to the stored key . . . if different then llDie.

In short doesn't check to see if the group is not what the prim is set at but rather look for owner changes instead.
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Katronix Serf
Registered User
Join date: 30 Apr 2006
Posts: 5
07-23-2006 15:55
From: Rodrick Harrington
I'd run http://secondlife.com/badgeo/wakka.php?wakka=llGetLandOwnerAt once in state entry to store your land owner key in a global . . then run a timer every 10 min or so that compares llGetLandOwnerAt to the stored key . . . if different then llDie.

In short doesn't check to see if the group is not what the prim is set at but rather look for owner changes instead.


Ok, thanks for the suggestion!

Kat
Dominic Webb
Differential Engineer
Join date: 1 Feb 2006
Posts: 73
07-24-2006 06:40
From: Rodrick Harrington
I'd run http://secondlife.com/badgeo/wakka.php?wakka=llGetLandOwnerAt once in state entry to store your land owner key in a global . . then run a timer every 10 min or so that compares llGetLandOwnerAt to the stored key . . . if different then llDie.

In short doesn't check to see if the group is not what the prim is set at but rather look for owner changes instead.


This may or may not work with group deeded land...

(Most likely, "wont" - I've tried using llGetLandOwnerAt() to restrict a roaming object from going beyond my land, and the function returns null (not NULL_KEY) when over group land...)

- d.
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Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
07-26-2006 19:03
Hrmm . . . if I could get into game right now I'd test . . . if anyone beats me to it please update wiki with results :D http://secondlife.com/badgeo/wakka.php?wakka=llGetLandOwnerAt
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Dominic Webb
Differential Engineer
Join date: 1 Feb 2006
Posts: 73
07-26-2006 20:50
From: Rodrick Harrington
Hrmm . . . if I could get into game right now I'd test . . . if anyone beats me to it please update wiki with results :D http://secondlife.com/badgeo/wakka.php?wakka=llGetLandOwnerAt


Well, I know for a fact that it doesn't work (and it's in the Wiki). However, during testing, the land would occationally show up as the actual owner (in my case, the sim owner), even though the land was deeded to me...



- d.
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Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
07-26-2006 21:51
Ok I just tested and it works as stated in wiki (ie you get a key but not necessarily an AV key, presumably the group key) when over group owned land. (tested in about 5 different sims, various locations on the mainland.

From: Dominic Webb
Well, I know for a fact that it doesn't work (and it's in the Wiki). However, during testing, the land would occationally show up as the actual owner (in my case, the sim owner), even though the land was deeded to me...



- d.

I would wonder how land could be deeded to you and have a different actual owner, was this an island? As for the wiki my interpretation of the words on that page is what I've just seen in my tests. Can you give more details on when/where/why it fails? or at least two out of three ;) so I can figure out what's going on?
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Weedy Herbst
Too many parameters
Join date: 5 Aug 2004
Posts: 2,255
07-26-2006 22:14
From: Katronix Serf
Hi all,

I'm trying to figure out how to make an object that will die when the land its on changes groups or owners.

IE: if my group sells a piece of land, you now buy it, the advertising I put on it dies because its no longer for sale.

Would llSameGroup work in this matter? Or is there an easier way to test if the land is for sale still?

Thanks,

Kat.


Here is the code for a land report which I have been using for the past year.

CODE


integer interval = 15;

default
{
on_rez(integer num)
{
llResetScript();
}
state_entry()
{
llSetTimerEvent(interval);
llInstantMessage(llGetOwner(), "Getting Sim Name");
llSetObjectName(llGetRegionName());
llInstantMessage (llGetOwner(), "Renamed");
}

timer()
{
key ownerKey = llGetOwner();
vector currentPos = llGetPos();
if (llGetLandOwnerAt(llGetPos()) == ownerKey);
else {
llInstantMessage(llGetOwner(), ((string)currentPos) + " Land sold. " + llKey2Name(llGetLandOwnerAt(llGetPos())));
llDie(); }
}
}

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Llauren Mandelbrot
Twenty-Four Weeks Old.
Join date: 26 Apr 2006
Posts: 665
Am I Still Over My Land?
07-27-2006 10:15
From: Katronix Serf
I'm trying to figure out how to make an object that will die when the land its on changes groups or owners.

IE: if my group sells a piece of land, you now buy it, the advertising I put on it dies because its no longer for sale.

Would llSameGroup work in this matter? Or is there an easier way to test if the land is for sale still?
This sounds like it was tailor-made for llOverMyLand().
Dominic Webb
Differential Engineer
Join date: 1 Feb 2006
Posts: 73
07-27-2006 10:43
From: Rodrick Harrington
Ok I just tested and it works as stated in wiki (ie you get a key but not necessarily an AV key, presumably the group key) when over group owned land. (tested in about 5 different sims, various locations on the mainland.


I would wonder how land could be deeded to you and have a different actual owner, was this an island? As for the wiki my interpretation of the words on that page is what I've just seen in my tests. Can you give more details on when/where/why it fails? or at least two out of three ;) so I can figure out what's going on?


The test I did, with my steam-powered butler automata, was trying to use llGetLandOwnerAt() to determine if it was about to walk off my land, so that it could turn, etc...

I found out that most of the time, llGetLandOwnerAt() returned the group key (completely useless in my case, since there's nothing you really can do with it), however occcationally the function would return the AV key of the gentleman owning the sim (island) that my parcel is in.

- d.
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