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max prims

Shadow Keegan
Registered User
Join date: 3 Aug 2004
Posts: 38
02-26-2005 19:05
is the a max to how many prims you can have in a script i am trying to make a shuttle craft and it will not fly becuse i have 64 prims on it
Caleb Moreau
Original Kewlip!
Join date: 14 Jan 2005
Posts: 278
02-26-2005 19:13
Yeah.. For some reason which I'm sure is perfectly reasonable if you know the game's mechanics, vehicles can't have more than 30 prims and still be flyable.
Trimda Hedges
Creator of Useless Prims
Join date: 19 Nov 2003
Posts: 247
02-27-2005 00:10
From: Caleb Moreau
Yeah.. For some reason which I'm sure is perfectly reasonable if you know the game's mechanics, vehicles can't have more than 30 prims and still be flyable.


Actually, its 31 prims for a physical object (which vehicals are), minus 1 prim per avatar that will be riding it. So 31 Prims - 1 Avatar = 30 prims, 31 Prims - 4 Avatars = 27 Prims, et cetra.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
02-27-2005 11:12
The maximum number of prims you can have in a physical object, or scripted vehicle, is 31 as mentioned. Note it's 31 to initialize physics or prim linking - I believe you can pile on more avatars beyond the 31 limit after it's set to physical.

As for the maximum number of prims in a Link Set, that's 256. The number of scripts in that link set doesn't matter to anything more than sim performance. :p
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Feudal Overlord
Registered User
Join date: 23 Nov 2005
Posts: 3
Options for motion?
03-05-2006 19:10
http://www.troyfisher.com/screens/FeudalBike.jpg

Really bummed that I now learn that all vehicles can only have 30 prims...yuck that's light.

So what now? Push the bike along the ground with position changes?
I'm having trouble finding such scripts...I have one for a sliding door I'll work on until I hear any more ideas.

I could use some good news after spending all afternoon on the bike that I can't use now...grumble grumble
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
03-05-2006 19:13
Probably the esiest thing to do would be to wear it as an attachment.
ZATZAi Asturias
Artificial Isle
Join date: 7 Oct 2005
Posts: 189
03-05-2006 20:12
Possible solution... Multimove by Jesrad Seraph:

/54/f3/66769/1.html
Feudal Overlord
Registered User
Join date: 23 Nov 2005
Posts: 3
03-05-2006 20:36
Cool, thx for some good news. hehe
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
03-05-2006 23:10
FFS stop using multimove for moving ONE object. That's not what I made it for :(

Use Nonphy instead, thanks.
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