Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Opening doors

Tashmin Shaw
Registered User
Join date: 9 Jun 2005
Posts: 4
06-15-2005 16:30
Hi, i have a scripted door and a wall unit, i want to attatch the door the the unit so it opens but the whole wall unit keeps moving, how do i like everything so it works? the door is a 2prim door, script in the 'joint' on the side of the door. the door works great by itself but as soon as i try to link in any order it screws up.
Please help!

Tash
Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
06-15-2005 16:40
From: Tashmin Shaw
Hi, i have a scripted door and a wall unit, i want to attatch the door the the unit so it opens but the whole wall unit keeps moving, how do i like everything so it works? the door is a 2prim door, script in the 'joint' on the side of the door. the door works great by itself but as soon as i try to link in any order it screws up.
Please help!

Tash


You can't link in a door to a wall, basically.
Tashmin Shaw
Registered User
Join date: 9 Jun 2005
Posts: 4
06-15-2005 16:50
so theres no way to make like a little closet wiht opening doors?
Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
06-15-2005 16:54
From: Tashmin Shaw
so theres no way to make like a little closet wiht opening doors?


You can make it, you just can't link it..
_____________________
I have the right to remain silent. Anything I say will be misquoted and used against me.
---------------
Zapoteth Designs, Temotu (100,50)
---------------
Tashmin Shaw
Registered User
Join date: 9 Jun 2005
Posts: 4
06-15-2005 16:58
okay is there anyway to pacage it to sell in such a way that the buyer doesnt end up with a puzzle to put together?
Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
06-15-2005 17:06
No, you'd have to sell it from a box in 2+ bits.
_____________________
I have the right to remain silent. Anything I say will be misquoted and used against me.
---------------
Zapoteth Designs, Temotu (100,50)
---------------
Tashmin Shaw
Registered User
Join date: 9 Jun 2005
Posts: 4
06-15-2005 17:20
Crap.

Thanks for the help =)
Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
06-15-2005 17:22
Balls..

No problemo ;)
_____________________
I have the right to remain silent. Anything I say will be misquoted and used against me.
---------------
Zapoteth Designs, Temotu (100,50)
---------------
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
06-15-2005 18:25
Thee are several ways to link in a door. See me in-world and I can give you some example doors. (If I can find them in my inventory...)
_____________________
~ Tiger Crossing
~ (Nonsanity)
Wayfinder Wishbringer
Elf Clan / ElvenMyst
Join date: 28 Oct 2004
Posts: 1,483
06-15-2005 23:33
Yup, doors can be linked. I sell Elven Dwellings that have linked doors... they work just fine. It has a lot to do with what door script you use and the order in which you link items. A little experimentation should solve your problem.
_____________________
Visit ElvenMyst, home of Elf Clan, one of Second Life's oldest and most popular fantasy groups. Visit Dwagonville, home of the Dwagons, our highly detailed Star Trek exhibit, the Warhammer 40k Arena, the Elf Clan Museum and of course, the Elf Clan Fantasy Market. We welcome all visitors. : )
Lit Noir
Arrant Knave
Join date: 3 Jan 2004
Posts: 260
06-21-2005 11:27
Yeah, you can link a door (or a window for that matter) to the surrounding wall that will open in a normal way. You can have the door prim (or prims) change position with SetLocalRot. The problem is that for most doors this will not rotate around the approriate axis (the edge for example) so the you will also need to use SetLocalPos to adjust the position for the door prim to keep it attached to the wall. When I did this for a mass of open/close windows, I seperated the rotation and position parts of the script into two seperate scripts so that the rotation and the position change blend better to make it look like a single sweeping movement (the 0.2 second delays on the commands would provide a slightly jarring effect if in the same script). Even broken into two scripts the effect doesn't always work, but it's usually fine, but will never be quite the blended motion of a nonlinked door that just uses rotation to open and close.

Of course for this you need to calculate the correct rotation and position offsets for each state (open and closed). It's not hard, just kind of a pain, and it's usually not necessary so most folks will keep the door unlinked.

When I get in world I can drop you my scripts for it, very simple and basic.
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
06-21-2005 21:47
From: Tashmin Shaw
okay is there anyway to pacage it to sell in such a way that the buyer doesnt end up with a puzzle to put together?
Well, I think you can deal with them as one object if you select all objects and just "take" them, not link. ;)
_____________________
:) Seagel Neville :)
Caliandris Pendragon
Waiting in the light
Join date: 12 Feb 2004
Posts: 643
Packaging things with doors
06-22-2005 02:47
If, like me, you are still a scripting virgin and Lit Noir's reply made your brain hurt...then you can take things with doors as one item, no problem...for you!

All you do is to select the item and all doors and then take it as one piece. You can rename it once in your inventory - I usually put something like "Tower house taken as one piece, 3 objects, including door" so that it is totally explained - to you as much as any of your customers.

The major problem comes when your customer gets it out of the box and it immediately falls to pieces...you need to include a notecard in the box which explains how to select all pieces in order to move them in one lump and not independently.
bws and gl
Cali
Wayfinder Wishbringer
Elf Clan / ElvenMyst
Join date: 28 Oct 2004
Posts: 1,483
06-22-2005 10:34
From: Caliandris Pendragon
The major problem comes when your customer gets it out of the box and it immediately falls to pieces...you need to include a notecard in the box which explains how to select all pieces in order to move them in one lump and not independently.
Cali


Yeah, easiest way to do this, rather than selecting the item once it is rezzed, is:

* Before pulling item from inventory, RIGHT CLICK on GROUND and choose CREATE.
* Pull item from inventory to ground.

The entire item will come out selected, and then can be carefully and slowly moved and rotated. If it's a large item, don't move / rotate swiftly or it may misalign.
:)
_____________________
Visit ElvenMyst, home of Elf Clan, one of Second Life's oldest and most popular fantasy groups. Visit Dwagonville, home of the Dwagons, our highly detailed Star Trek exhibit, the Warhammer 40k Arena, the Elf Clan Museum and of course, the Elf Clan Fantasy Market. We welcome all visitors. : )
Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
06-22-2005 18:12
From: Lit Noir

Of course for this you need to calculate the correct rotation and position offsets for each state (open and closed). It's not hard, just kind of a pain, and it's usually not necessary so most folks will keep the door unlinked.

When I get in world I can drop you my scripts for it, very simple and basic.


alternatively - cut a cube in half - it retains its old center (which is now it's *edge*), you should be able to rotate it around this center - effectively swinging like a door.
_____________________
The Second Life forums are living proof as to why it's illegal for people to have sex with farm animals.

From: Jesse Linden
I, for one, am highly un-helped by this thread