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How to activate a bought noncopyable object?

Radagast Malaprop
Artist & Sushi Aficionado
Join date: 27 Jul 2005
Posts: 8
12-19-2006 21:51
I have a particle effect object that i bought. It does its thing when it is first rezzed, and also listens on a channel for its owner's command. The object is no copy, no modify.
Question is: can I somehow put this thing in a prim that can activate it by anyone touching (or talking to) the prim?
I can make the prim rez the object but I have no way of pulling the object back into my prim again (it is non copyable).
I don't know if I can have my prim impersonate the owner of the particle object (me) and use llSay.
Any ideas or is this just plain impossible?
Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
12-19-2006 23:14
From: Radagast Malaprop
I have a particle effect object that i bought. It does its thing when it is first rezzed, and also listens on a channel for its owner's command. The object is no copy, no modify.
Question is: can I somehow put this thing in a prim that can activate it by anyone touching (or talking to) the prim?
I can make the prim rez the object but I have no way of pulling the object back into my prim again (it is non copyable).
I don't know if I can have my prim impersonate the owner of the particle object (me) and use llSay.
Any ideas or is this just plain impossible?


What you're asking for is not possible. The commands for the particle effect are almost garaunteed to be tied into it's owner's key (as opposed to owner's name), which cannot be duplicated.

A particle effect is a property of the prim itself (think of them as a texture). In order to script specific on/off changes for the particles you'd need to have acess to the particle generating script if it was left within the prim. If you don't have access to the particle generating script (that is are able to modify it), then there's no way to determine a particle system's current settings (there's no llGetParticleSystemParams() function) and/or put in an off/on switch for said system.

The only feasable way I can see to get the particle system to behave how you want would be to take a trip to the particle labratory and try to duplicate the effect you have coming from the prim, and then make your own particle effect with those settings and script your on/off switch for it. There's also some particle generators for sale that are a bit more in depth than the particle labratory (although lacking in regards of teaching one how to use particles).
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The function is working perfectly fine. It's just not working the way you wanted it to work.
Radagast Malaprop
Artist & Sushi Aficionado
Join date: 27 Jul 2005
Posts: 8
12-20-2006 08:04
As I mentioned in the original post, I am able to have a containing object rez the particle object on my command. This actually does what I want. But it only can happen once because the object then leaves the inventory of its container.

So is there a way to have the object that rezzed its own inventory item then take that item back into its inventory?
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
12-20-2006 08:34
From: Radagast Malaprop
As I mentioned in the original post, I am able to have a containing object rez the particle object on my command. This actually does what I want. But it only can happen once because the object then leaves the inventory of its container.

So is there a way to have the object that rezzed its own inventory item then take that item back into its inventory?


Objects cannot take things 'back' into its inventory. When a object rez a copyable object it actually is rezzing the copy. If it's non copyable it rezzes the original and in no longer in inventory.

That being said that a look at /54/45/16413/1.html
it has a discussion about inventory recursion, which is something you may consider.