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Car Troubles

Greg Stewart
Second Life Resident
Join date: 22 Oct 2004
Posts: 8
03-24-2005 06:37
anyone got a car script tht defys the physics problem of only 31 prims???

OR ANY SCRIPT FOR THT MATTER tht defys the physics rule.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
03-24-2005 06:42
Short answer: No, no one does.

Long answer: Its not an issue with the script. Scripts have never been able to force physics on an object with more than 31 prims. The few high-prim vehicles out there were created by exploiting a logic loophole with their actual contruction, not scripting. You will note that the few high prim physical vehicles NEVER are non-physical, for good reason. If they ever turn non-physical, they are ruined. The script can't restart physics in them, and never could.

That loophole is now closed. There will be no more, until the lindens raise the prim limit.

There are certain 'vehicles' that excede the prim limit by not actually being a vehicle. By using llSetPos instead of any sort of physics, you can create airships that seem to fly, while still having a ton of prims. This is a highly flawed solution, though. It always produces a jerky, stuttering motion, and there is no physicality... The ships pass right through objects. The trick effecticly will not work for land-based vehicles, anyhow.
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I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
Jaynius Shaftoe
Automated User
Join date: 9 Jan 2005
Posts: 29
Alternative
03-24-2005 07:26
There is an alternative. Make the vehicule itself less than 31 prims, and use attachments to flesh it out. I have seen very impressive vehicules working that way.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
03-24-2005 07:29
From: Jaynius Shaftoe
There is an alternative. Make the vehicule itself less than 31 prims, and use attachments to flesh it out. I have seen very impressive vehicules working that way.


Heh.

As far as I know, I'm the first one who ever tried that, with Fran's high-prim motorcycle model. Yes, it works, but if you plan to sell the result it's awkward. It also occasionaly has rezing problems crossing sim borders, as well as the usual attachment flakeyness... Nothing like your car disapearing while you continue to drive along, or being unable to detach a car from your pelvis and being forced to walk around that way until the game decides to behave again. :eek:
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.