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Warning Bad Script

Steve Atlanta
Registered User
Join date: 28 May 2008
Posts: 32
10-07-2008 07:48
Warning! Bad Script!

Recently I was shopping for a good flying script and I went to a shop called "Brabbam"

I made a purchase there of a script called "Ultimate Vehicle" for 1000L which claimed to solve my 31 prim limit problem

Heres what happenned....

The ship became very "choppy" and slow, and therfore the script was totally unusable on any Space Ship, or any other vehicle that I can think of.

In fairness - It did support 256 prims, and it did function with Page Up & Page Down and Arrow keys properly

The shop owner was ******** he did not respond to my IM's

The script creator was ************ and he kinda hollared at me and said I wasn't being fair because he made that script as a freebie ( I paid 1000L for it!) and it was always " a choppy 256 prim vehicle" and he couldn't help it if people re sold it


So I'm just putting out a warning about this "Ultimate Vehicle" script, it is misrepresented in the Brabbbam Shop DO NOT BUY IT!!! It will make your space ships choppy and slow
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
10-07-2008 14:18
Naming names in is violation of the forum guidelines. It does suck when you spend your money on something and it does not work. But the guidelines are in place because people could also come here and start unfairly saying so and so's product did not work because they had actually gotten into a fight or broke up instead. If you ever start creating stuff then the person you are complaining about and ALL of his freinds could also come here and say how horrible your product is. An endless cycles of claims and counter claims which no one wants and so a rule was made not allowing this type of post.
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From: someone
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Crunch Underwood
Mr. Grown up, Go away sir
Join date: 25 Sep 2007
Posts: 624
10-07-2008 15:33
as jesse said, don't name names please

sounds like you have a copy of or a similar script to one called multi-move which is available on slex and inworld for free, unfortunatly there are some bad people out there who re-sell these free full perm items.

if it is indeed multimove you can change some of the settings inside the script to make the look of the ship movement a little better, but as it is there is a limit on how many linked prims can become physical so you will never get a decent looking movement for a ship above that limit (it was ment to be changed with havok 4, somewhere around 54 or 62 were two numbers i heard, but for some reason was forgotten about).

these limitations are unfortunate but i have seen many fantastic looking and feeling ships that are both high prim or low prim with good textures and sculpties. good luck and i'm sorry you lost your money.

-Crunch
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So your final Nimbus Score is 8.15, a quite remarkable achievement for a biped. Congratulations Crunch, you should be very proud. :-)
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
10-07-2008 16:50
anything that claims to bend the rules is bound to have a catch

in your case, in order to get around the physical prim limit, they went with a non physical approach, which uses set pos and only has a 10m range before having to make another 10m step

just remember in the future, there are no such things as magic beans
Steve Atlanta
Registered User
Join date: 28 May 2008
Posts: 32
10-07-2008 17:56
Yes I will definitely beware of fantastic claims in the future

I might fix some things in the script and use it as a script for something like a Bulldozer or some machine that might have jerky movement ( I just dont want to waste the 1000L)

I deleted the names of the people involved but I wish theyd be honest and say the script will move 256 prims but it wont be smooth it tends to be jerky, and then charge at most 500L

If they were honest and up front about it I might have bopught it anyway but had different plans for it HONESTY is the BEST POLICY they should never had suggested this script would be as smooth as a normal 31 prim limit script, which are free and avaiable commonly as freebies in SL
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
10-07-2008 18:32
Steve, why don't you give the real scripts a try. They cost $L0:

http://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=407818
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From: someone
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
10-07-2008 23:10
Also, while it is POSSIBLE to make non-physical movement pretty darn smooth, it can be very, VERY costly in terms of sim resources (read: lag, lag, lag, and more lag). If you own a sim and want to provide a transportation system for your guests, you might be able to manage your resources such that it is worth it. Otherwise, it's not a very nice thing most of the time.
Steve Atlanta
Registered User
Join date: 28 May 2008
Posts: 32
10-14-2008 07:09
Hello again,

I have been able to build a great variety of Space Ships...both large and small using a script I found within a small space ship, it has a 30 prim limit ( at 31 prims it starts to get buggy) So I am able to make some less detailed ships. The name of the script is "New Script" and thats the only thing I can tell you about it because its non modifiable.

I went to a free scripts library and found 3 more scripts called flight, simple airplane, and Flight 1.0, but all these were basically unsuable, because when I tried them in my space ships they 1) didnt work at all, or 2) caused the ship to going spinning wildly and end up in the bottom of the great Linden ocean....


In my experience all the best Ship Builders use a script called "move1, move 2, move 3, move 4, move 5, move 6 move 7, move 8" I assume this script ( actually 8 scripts that work together, somehow join about 30 prims each to make a total of about 228 prims. Although I own a few ships (Ex The Skymaster) which uses this script(s) it is not transferrable into my ships, as it is a custom script. I have searched high and low and have never found "move1, move 2, move 3, move 4, move 5, move 6 move 7, move 8" for sale or as a freebie, but I am still looking. Has anyone here used this script, and do you remember where you bought it?
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
10-14-2008 08:59
Most likely those scripts are to distribute the script delay caused by non-physical movement, to make it as smooth as possible. See my last post regarding smooth non-physical movement and sim resources.
Mega Magneto
Registered User
Join date: 14 Feb 2007
Posts: 5
10-14-2008 10:22
-

ty for inform us @Steve Atlanta.
Steve Atlanta
Registered User
Join date: 28 May 2008
Posts: 32
10-27-2008 06:41
UPDATE : I have been continually fiddling with the "Ultimate Script" which is a Vehicle script that moves 256 prims


Although I am no expert scripter I have gotten the script to move the vehicle faster, even though it is still choppy.


I have used the Ultimate Script in a Space Ship I made that has 155 prims. Although getting it started is tricky ( you have to right click on the ship and choose "Touch";) the ship actually moves in an adequate manner


Although I still feel that 1000 L was too expensive for this script, I am getting some use out of it



Perhaps if I take a scripting class I will learn the "why's and wherefores" of scripting and be able to use scripts more effectively


Moral of the story : Learning scripting and buying scripts is like trying to divert the Mississippi River, its dang hard and can be very expensive!
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
10-27-2008 09:54
I think the trick for vehicles over the 31 prim limit is to were the extra prims as an attachment. So you would have a regular vehicle base, but wear the rest on the hip or other none moving attachment point.
Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
10-27-2008 13:14
From: Destiny Niles
I think the trick for vehicles over the 31 prim limit is to were the extra prims as an attachment. So you would have a regular vehicle base, but wear the rest on the hip or other none moving attachment point.

that could be done by when the user sits, it would rez the attachments in world and then give them permission to attach to your avatar. it would only work if you own the vehicle (most vehicles are owner only as far as i know) and then when the user stands up, the vehicle would send a command telling the attachments to detach. the problem with that is, the attachment remains in your inventory.

here's a couple of jiras that touch that subject:
http://jira.secondlife.com/browse/SVC-2281
http://jira.secondlife.com/browse/SVC-2454
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
10-28-2008 00:48
From: Steve Atlanta

In my experience all the best Ship Builders use a script called "move1, move 2, move 3, move 4, move 5, move 6 move 7, move 8" I assume this script ( actually 8 scripts that work together, somehow join about 30 prims each to make a total of about 228 prims. Although I own a few ships (Ex The Skymaster) which uses this script(s) it is not transferrable into my ships, as it is a custom script. I have searched high and low and have never found "move1, move 2, move 3, move 4, move 5, move 6 move 7, move 8" for sale or as a freebie, but I am still looking. Has anyone here used this script, and do you remember where you bought it?

Sounds to me like something called Multimove v5.1, which is available for free from Jesrad Seraph on XLS at http://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=407818
Steve Atlanta
Registered User
Join date: 28 May 2008
Posts: 32
11-01-2008 12:29
Awesome! Thnx Innova Ill be trying it out soon
Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
11-01-2008 20:47
Alright... First of all, the scripting tips forum isn't the place to post stuff like this. Second of all, the "choppy" behaviour you experienced is completely normal, and there is no way to move more smoothly in a Non-Phys vehicle without putting an extremely heavy load on the simulator. You don't honestly expect LSL to allow you to move huge Non-Phys objects with multiple linksets, do you? Think of all the ways griefers could crash sims if that was possible!
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Tyken Hightower
Automagical
Join date: 15 Feb 2006
Posts: 472
11-01-2008 20:55
Actually, there are ways to move a single or multiple linksets very smoothly, without too bad of a load on the sim. It's not about large amounts of scripts, it's mostly about timing.
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Steve Atlanta
Registered User
Join date: 28 May 2008
Posts: 32
11-11-2008 19:52
Thats interesting Tyken, plz post or better yet message me how to do this....