The Ghost of Scriptmas Past..
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Shrug Dangle
Registered User
Join date: 23 Aug 2005
Posts: 11
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12-22-2005 13:52
I'm posting this in here because it really seems to be an issue with the way SL handles scripted prims rather than an actual building issue.
What I've observed is if I take a prim, plop a script into it (I make jewelry so lets say a particle script), then later remove the script (stopping it first), take a copy, when I rerez the scriptless copy days later, the new empty prim will behave as if it's a scripted prim, spewing particles from some mystery phantom source.
I've tried stopping running scripts, replacing the scripts, etc., and nothing seems to make the prim stop burping out particles.
Other than recreating every buggy prim in my inventory is there a way to work around this?
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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12-22-2005 14:10
Add the following script, and it will turn the particles off. Particles are the same thing as setting a texture on a prim. Once set, you have to change the texture. Just removing a script that sets a texture is not enough, you have to actually change the texture. What this script will do is to set the particles to nothing, thereby turning the old ones off. default { state_entry() { llParticleSystem([]); } }
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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
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12-22-2005 14:14
yup its the same with hovering text just drop a stop particles script in it then delete the script. it has something to do with the way its saved in the prim parameters i think. -LW
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Shrug Dangle
Registered User
Join date: 23 Aug 2005
Posts: 11
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12-22-2005 14:46
Thank both of you very very much.  I was wondering if it was a persistent state that got associated with the prim itself and indeed it is. Now I'm back to work.
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DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
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12-22-2005 18:43
For good measure, a version to remove floating text: default { state_entry() { llSetText("", <0,0,0>, 0.0); llRemoveInventory(llGetScriptName()); } }and a version to remove animated textures: default { state_entry() { llSetTextureAnim(FALSE, ALL_SIDES, 1, 1, 0, 0, 0.5); llRemoveInventory(llGetScriptName()); } }These two scripts do their thing, then delete themselves. They're handy as quick and easy utility scripts to use again and again.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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12-23-2005 02:17
Just for completeness looped sounds also become a property of the prim and replacing the various kill lines with llStopSound(); will stop that.
Any other scripted starts that need a scripted stop rather than removing the script people have come across? I actually have a little set of scripts to do all of those mentioned so far.
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Lee Ludd
Scripted doors & windows
Join date: 16 May 2005
Posts: 243
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12-23-2005 09:35
From: Eloise Pasteur ... Any other scripted starts that need a scripted stop rather than removing the script people have come across? I actually have a little set of scripts to do all of those mentioned so far. The offset and rotation vectors associated with where you sit when you sit on a prim, which we use to write within-sim teleporters, is a prim property. Write a teleport script, use it once, delete the script, then sit on the prim, and you'll find yourself sitting at the same offset and rotation called for by the teleport script.
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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12-23-2005 12:03
I believe llTargetOmega (for constant client-side rotation) is another one. The kill line for that would be: llTargetOmega(<0,0,0>, 0, 0);
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