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breakalllinks isnt firing an avent in 5 pieces

RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
10-02-2005 18:16
I have a building I've set to explode if the number of prims that are connected together
get below the number in the building then i have a button that sends the message to the break all links script in the main prim. Works for 44 of the pieces but the same six pieces never blow up they just hang there. Also these are the only prims in the building with only the script in them that is supposed to blow up if unlinked. The rest have texture animation scripts linked into the main prim. I've tried adding a timer that checks every 2 seconds to see if its still in an object with 50 prims they didn't help either. still pieces hang there till I select them and then they wake up and explode.I think i'll add the texture animation script to them see if that makes a difference but seems like a bug. Also I have all the parts turn phantom before I add phisics to them and the physics turns off when they collide with the ground so the phyisics is a lot at once but it lasts only a few secods.

ok tried adding the texture animate script no difference.
tried a new system with a link message that goes out before the breakalllinks command that tells the pieces wait 2 secs then blow and I put a sleep for 0.5 secs between the linkmessage and the breaklinks command and still the pieces hang there and don"t blow till i select them?
there lonknumbers are 44 and 5 4 3 2 and I shrank them all so there in no way intersecting with any other parts.
Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
10-03-2005 15:03
Are you sending your messages to "LINK_SET"?

In other words:
llMessageLinked(LINK_SET, num, str, id);
RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
10-04-2005 03:36
CODE
vector pos;

default
{
state_entry()
{
llRequestPermissions(llGetOwner(), PERMISSION_CHANGE_LINKS);
llListen(1,"","kill shack buttn","");
}
listen( integer channel, string sender, key sender_id, string sender_message )
{

if(sender_message=="die")
{
llMessageLinked(46,15643,"blowup",NULL_KEY);
llMessageLinked(45,15643,"blowup",NULL_KEY);
llMessageLinked(2,15643,"blowup",NULL_KEY);
llMessageLinked(3,15643,"blowup",NULL_KEY);
llMessageLinked(4,15643,"blowup",NULL_KEY);
llMessageLinked(5,15643,"blowup",NULL_KEY);
llSleep(1);
llBreakAllLinks();
}
}

};

well looks to me like this should work?
RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
10-04-2005 03:40
CODE
default
{
state_entry()
{
}

link_message(integer sender_num, integer num,
string str, key id)
{
if(num == 15643){
{
if(str == "blowup"){
llSleep(2);
state blowup;
}}
}
}}


with this in the parts that dont blow for some reason