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Ryder Spearmann
Early Adopter
Join date: 1 May 2006
Posts: 216
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11-27-2007 20:00
Hi all, is it possible to disable scripts on an object in inventory... or rez it to the groun in such a way that scripts are disabled? I have an object that runs away on rez... but I need to edit it  Thanks! RS
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Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
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11-27-2007 20:16
From: Ryder Spearmann Hi all, is it possible to disable scripts on an object in inventory... or rez it to the groun in such a way that scripts are disabled? I have an object that runs away on rez... but I need to edit it  Thanks! RS drop it, then quickly right click it. It should stop moving long enough for you to go to tools>set scripts to not running in selection I believe that will stop it completely. EDIT:: Or head somewhere you can build but not run scripts and rez it
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Owner of DemonEye Designs Custom Building and Landscaping Owner and Blogger, Okiphia's Life http://okiphiablog.blogspot.com/ 
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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11-28-2007 05:35
Go into edit mode by pressing B on your keyboard.
then rez your object and it will automatically be selected.
This will immediately stop physical movement.
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Saskia McLaglen
Registered User
Join date: 18 Jan 2007
Posts: 21
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11-28-2007 05:43
Or if you are prepared to look like a newbie for a short while, you can attach the object to yourself so you can edit it...it can be quite amusing if it manages to move as you could fly off with it 
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Daten Thielt
Registered User
Join date: 1 Dec 2006
Posts: 104
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11-28-2007 06:53
or you could rez it and in the on_rez() event u could pup
llSetScriptState(scriptname,FALSE);
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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11-28-2007 14:35
One of the more common ways to control objects between development and production is to use the on_rez event parameter. If it is 0, then it goes into "debug" or "development" mode, and the normal behavior is suppressed. If it is some other number (or just non-zero), then it behaves normally.
When you rez it from your inventory to edit it, it will get 0 for the parameter, and stay put and behave. When you rez it from another object pass the proper non-zero value to it, and it will work normally.
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