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Rez Faux and Deluxe Door Script

Ee Maculate
Owner of Fourmile Castle
Join date: 11 Jan 2007
Posts: 919
05-12-2008 08:13
The problem:

I am using a build with the LibraryDoor, or Deluxe Door script from the wiki:

http://rpgstats.com/wiki/index.php?title=LibraryDoor

and when I package the build using rez faux the doors do odd things when they are first opened that place them in the wrong positions (this is a known bug).

OK... so I have a workaround that if you reset the script in each door before touching them everything works fine (by manually reseting from the script editor).

However... if I put an llResetScript() in a changed event it does NOT work. I have checked with some llSay lines that it IS running the changed event, but it does not seem to reset the script in the same way as the reset button in the script editor as I think it should?

Any help in understanding this much appreciated.
HeZkeZl Slade
Registered User
Join date: 5 May 2007
Posts: 20
05-12-2008 12:18
Typed a whole bunch of stuff without reading that the door was from the wiki.. I'll read over the source and repost a solution.
HeZkeZl Slade
Registered User
Join date: 5 May 2007
Posts: 20
05-12-2008 12:23
What change flags are you resetting on?

Instead of resetting on change, I would do the reset in a moving_end() event.

I think your script is getting reset at the position of the RezFaux box, before the containing object has been moved into position. This would cause the door script to think it's in the wrong location.

Putting the reset in the moving_end event will insure that when your build is moved through rezfaux, the doors get reset in the correct position.
Ee Maculate
Owner of Fourmile Castle
Join date: 11 Jan 2007
Posts: 919
05-13-2008 03:28
Ah, yes, of course.. hadn't thought of that! I'll give that a go.. thanks.

And I was just looking for any change, not a specific change flag....
Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
05-28-2008 06:32
You may want to buy a more advanced door script. I use both Rex Faux and NDE doors, neer had that problem. Rezzing physical objects, however, had that problem.
Ee Maculate
Owner of Fourmile Castle
Join date: 11 Jan 2007
Posts: 919
05-28-2008 07:04
Thanks Atom.

In the end I have modified the door script so that it can be put in a new state just before storing in rez faux, and then the first touch of the door after rezzing resets the script and stores the new posistion rather than opens it.

Seems to do the trick....