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Need to carry objects in/on a vehicle...

Flapjack Spatula
Terminally Confused
Join date: 12 Feb 2006
Posts: 11
06-16-2006 14:40
This seems impossible... but I refuse to give up. I need to carry objects on a boat to designated locations and drop them off... so obviously, they can't be a linked part of the boat. I can't get them to stay on the boat when I cross sim boundaries (this is probably no suprise to most of you), even if I put them in closed boxes! Is there a script I can put in the boat that will 'anchor' the object to the deck until I get to where I'm going then let me 'detach' and place the objects? I'm trying to place bouys for racing so it needs to be easy and relatively fast.

I'm not a scripter... but I'm hell on wheels with copy and paste! lol! I want to learn scripting but it seems a daunting task at present.

Many thanks in advance...
flappy.
Weedy Herbst
Too many parameters
Join date: 5 Aug 2004
Posts: 2,255
06-16-2006 16:00
From: Flapjack Spatula
This seems impossible... but I refuse to give up. I need to carry objects on a boat to designated locations and drop them off... so obviously, they can't be a linked part of the boat. I can't get them to stay on the boat when I cross sim boundaries (this is probably no suprise to most of you), even if I put them in closed boxes! Is there a script I can put in the boat that will 'anchor' the object to the deck until I get to where I'm going then let me 'detach' and place the objects? I'm trying to place bouys for racing so it needs to be easy and relatively fast.

I'm not a scripter... but I'm hell on wheels with copy and paste! lol! I want to learn scripting but it seems a daunting task at present.

Many thanks in advance...
flappy.


llRezObject() could work for you in certain some, however attaching anything to the boat would have limiting factors. Firstly, any working vehicle, aircraft or vessel can only have a maximum of 30 prims (minus one prim for each passenger) and secondly, alot of Linden land is "no script, no build", so even with something attached to the boat would present issues when crossing sims at Linden land. Crossing sims involves re-rezzing the vehicle, so any attachments would need to be linked, then rez a copy of the cargo at the desired location. In your case, llWater() and llGetPos() would work.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-16-2006 16:33
Could probably cheat somewhat, by having the item dropped in the boat inventory, and rezzing it at destination... and for appearance sake have some sort of generic 'cargo' prim structure on boat that's only made visible if there's actually cargo being carried? o.O;
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
06-16-2006 16:58
From: Weedy Herbst
Crossing sims involves re-rezzing the vehicle,
Since when? Or rather, until when? How long ago are you thinking of?

*teleporting* doesn't even involve re-rezzing any more. o_O
Flapjack Spatula
Terminally Confused
Join date: 12 Feb 2006
Posts: 11
06-16-2006 17:06
I see there may be some disagreement on whether the vehicle re-rezzes or not when crossing sim borders... but the problem I'm having is, of course, when crossing.

Rezzing from inventory or from the object or what have you is not an option because we are setting markers in open water which is 'no build'. So, that's why we were hoping we could drag the objects off the deck of the boat. As long as I stay in prim limits, I could use single prim linked markers without having to re-link the entire boat...early tests seem to bear this out. However, the markers we'd LIKE to use are multi-prim, so when I unlink them from the boat, I also unlink the marker itself!

I know some vehicles I've seen that are over the prim limit have some kind of 'follow' scripts or something that keep the prims together while moving. Does this additional information help?

Thanks for the replys!

Flappy.
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-16-2006 17:27
From: Flapjack Spatula
I know some vehicles I've seen that are over the prim limit have some kind of 'follow' scripts or something that keep the prims together while moving. Does this additional information help?

Well, the vehicle script is here:

/54/65/85562/1.html

but since it's for linked, non-physical vehicles don't think it'll help in what you try to do... it sounds more like what you are after is some sort of pet script?

/54/fc/29116/1.html

this makes objects follow owners (until you go into edit mode and disable the script) ... just tested it, and you can use it to 'lure' objects across sims and into a no-build area as long as you're moving slow enough to allow them keep up o,o
Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
06-16-2006 17:50
Why not just put a script in each of the markers to go to their respective target locations? The best part is you can have them go to predetermined precise positions without human intervention.

You rez the items in a build area, move them, then deploy them on the no build side. They move by themselves from the deployment area.

A quick way of setting them up is to lay them out in another sim, make a script that memorizes the set position, pack, deploy and they go to their memorized positions ... in the target sim.
Sean Martin
Yesnomaybe.
Join date: 13 Sep 2005
Posts: 584
06-16-2006 19:44
This is what I do to work around the problem.
Make a separated vechile that rezzes from the main. It follows the owner or the main ship (depending on the situation) but has an offset to some degree so it doesn't run into you.

In flying ships this works fine as a type of trailer or cargo system. It gives you another 31 prims to work with too. (Unless they carry passangers)

You can also have several following eachother. Forming a makeshift lag train in a way.
I would assume this could work for a boat too.
As for modern cars or trucks thats a different story since it needs direct attachments to look ok.

If your wanting it to look like its attached to the main ship. You will have to incorperate the cargo as part of the build. Then have the linked prim animate to "push of the deck". After it reaches the edge it goes transparent and rezes another prim that looks exactly the same. Only its physical so it drops. Then turns non-physical when collision with the water has been detected.
After that have it repositions itself so its not lopsided.

I've done this too but I like the lag train. :)
Except it has sim crossing issues too unless your slowing down at each border. There are sim border detection scripts out you could adapt in the vehicle. In the least it sets a warning. Or you could have it slow your speed to what works for sim crossing.
But thats a lot of scripting. lol

Also if you need it in a non build zone then the "train" works better as long as you can deal with the sim crossing speed.
The following ship parts are already rezed. So you could just have them no longer follow you by command, and each "detach" one at a time starting from the far back cargo pod and "detaching" in reverse order from wich they were rezed.
Otherwise the middle one might detach and the ones that were following it will get confused. :p
Unless they all follow you in a swarm.
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Flapjack Spatula
Terminally Confused
Join date: 12 Feb 2006
Posts: 11
06-17-2006 09:58
From: Aodhan McDunnough
Why not just put a script in each of the markers to go to their respective target locations? The best part is you can have them go to predetermined precise positions without human intervention.

You rez the items in a build area, move them, then deploy them on the no build side. They move by themselves from the deployment area.

A quick way of setting them up is to lay them out in another sim, make a script that memorizes the set position, pack, deploy and they go to their memorized positions ... in the target sim.


This is a great idea... if I understand it correctly. Basically, the markers automatically set themselves in the proper sim at the proper coordinates? That would save time... which is a huge factor. The sims we set up in have 60 minute returns... so the more time we save the more time for racing.

Do you have an example of such a script? Or, can you point me to one? I would be forever grateful!

BTW...thanks so much for all the helpful suggestions. Everyone had excellent ideas for solving this problem. I really appreciate it!
Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
06-17-2006 10:17
I have a script that does that for my house parts. Will do a mod to fit your needs. I'm busy atm so I can't paste it here yet.


Better yet, expect a package from me in-world.
Flapjack Spatula
Terminally Confused
Join date: 12 Feb 2006
Posts: 11
06-17-2006 12:07
From: Aodhan McDunnough
I have a script that does that for my house parts. Will do a mod to fit your needs. I'm busy atm so I can't paste it here yet.


Better yet, expect a package from me in-world.


That is too kind! Thank you very much. :) This is what I love about SL. :)
Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
06-17-2006 12:58
Package sent. Drop me an IM in game if those little orange buggers mess up.

Don't be surprised if they shoot upwards to 100m, that's part of their programming.
Sean Martin
Yesnomaybe.
Join date: 13 Sep 2005
Posts: 584
06-18-2006 02:46
ooh you just need it to set itself. I thought this was about the look of things falling off a boat or something. :rolleyes: Sorry
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
06-18-2006 04:27
From: Sean Martin
ooh you just need it to set itself. I thought this was about the look of things falling off a boat or something. :rolleyes: Sorry


Can't blame you for missing it. From the tone of the OP it does look like the vehicle was his main problem. It gives no indication of the real problem and throws everything into a loop until he hits this one line: "I'm trying to place bouys for racing so it needs to be easy and relatively fast."
Heindrich Goodman
Registered User
Join date: 12 May 2006
Posts: 9
06-19-2006 13:05
From: Aodhan McDunnough
I have a script that does that for my house parts. Will do a mod to fit your needs. I'm busy atm so I can't paste it here yet.


Better yet, expect a package from me in-world.

This is awesome i have the same question different vehicle airshp could it be used to hold cargo with the same script