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Reaching the Limits part 2

Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
04-26-2007 15:03
I have an object which consists of 144 prims linked together.
Why would one of these refuse to respond to a touch_entry event?
The failing one is the 121st prim piece on a game board. All the 121 are scripted identically, all the others respond with a simple llOwnerSay of their link number.
I am at my wits end trying to puzzle this out.

HELP?
ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
04-26-2007 15:38
Delete it and replace!
Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
04-27-2007 01:09
Thanks for the response.
I will probably have to in the end but the relinking is very tedious and error prone with 144 all of which must have exact link numbers.

Why should the deletion and replacement work. What is it that is going wrong?
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
04-27-2007 01:41
From: Gregory McLeod
Thanks for the response.
I will probably have to in the end but the relinking is very tedious and error prone with 144 all of which must have exact link numbers.

Why should the deletion and replacement work. What is it that is going wrong?


Try just deleting the script and readding rather than deleting the prim.

A quick thought, If the pieces all contain the same script could you not auto rez and auto link them in the correct order?
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
04-27-2007 02:05
You could pass them numbers on rez also I think, so they'd know which piece they were.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
04-27-2007 04:11
this is why I try never to use link numbers.
it's more reliable to name the prim a number, and use the prim name.

Then a simple while-loop in the state_entry can poll all the prims for their names, and build a list of the "proper" link numbers (addresses) that relate to given "item numbers" (names).

The prim named "5" is link number 7

nice thing about this list is.. if you build it right (can't think how to do it right this second, but I'm sure you can), llListToInteger(1) should return the linknumber of the prim named "1".

I'm not providing code, cause my brain is fried (I hope the text above makes sense at all).. plus I know there's about a dozen ways to build this list.. and anything I posted would end up having to be rewritten and made more efficient and memory conserving by Newgate or someone else.
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Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
04-27-2007 10:53
From: Newgate Ludd
A quick thought, If the pieces all contain the same script could you not auto rez and auto link them in the correct order?

The thought of having to work out the locations of 122 prims frightens me.

From: Winter Ventura
Then a simple while-loop in the state_entry can poll all the prims for their names, and build a list of the "proper" link numbers (addresses) that relate to given "item numbers" (names).

The prim named "5" is link number 7

That would work but I think the relationships of which prims are adacent to the prim would fail. To complicate matters I need to know which prim number you arrive at when you hop over an adjacent prim. One saving grace is the prims dont move they just become visible or change colour to show movement.