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allowing some permissions on a prim, but not all?

RaptonX Zorger
Registered User
Join date: 26 Jan 2006
Posts: 79
04-22-2006 17:04
I want ot allow the textures on a prim to be changed, but nothing else.......is there a way of scritping this?
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
04-22-2006 17:11
Yes and it's complicated, but the user cannot use the texture picker.

The easiest way would be to have the user speak the UUID of the textures they want to apply and have the object listen for it and then apply it.

BTW, why do you want to make an object that is no-mod otherwise?
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
04-22-2006 17:15
The answer to the question I think you're asking is no.

If a prim is modifiable it's modifiable in all it's parameters.

It might be possible to make a prim that's not modifiable but has llAllowInventoryDrop set true, then a script that clears out non-texture dropped inventory, then some system of setting the textures, I know that all the individual parts of that are doable, but not sure overall if it works with a no mod prim as you hope.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
04-22-2006 17:19
From: Eloise Pasteur
It might be possible to make a prim that's not modifiable but has llAllowInventoryDrop set true, then a script that clears out non-texture dropped inventory, then some system of setting the textures, I know that all the individual parts of that are doable, but not sure overall if it works with a no mod prim as you hope.


I was thinking of suggesting this but changed my mind; I will attest to the fact that llAllowInventoryDrop does work on no-mod objects.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
04-23-2006 02:28
I saw your post this morning and thought "Oh, that's usually easier isn't it!" - although the method I suggested will let them use no mod textures - there's no way to get their key in world otherwise.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
04-23-2006 06:58
CODE
default{
changed(integer mask){
if(mask & (CHANGED_ALLOWED_DROP | CHANGED_INVENTORY)){
if (llGetInventoryNumber(INVENTORY_TEXTURE) > 0){
if(llGetInventoryNumber(INVENTORY_TEXTURE) == 1){
//apply texture however you want
}
else{
//give textures back to the person that dropped
//or maybe cycle through them
//or figure out which one is in use already (comparison)
// and give it back, applying the new
}
}
}
}
}

yes I'm too lazy to do it all.... does the owner of the texture dropped change if the object it's dropped in does not belong to them?