Door scripts please for rez faux packages
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Sy Beck
Owner of Group ???
Join date: 9 Feb 2007
Posts: 202
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11-06-2007 03:01
I've just built my first house packaged up in a rez faux box. I rezzed it and all seemed fine. It was only later that I discovered that when rotating the house the the door scripts wouldn't take the new rez faux alignment and so would end up opening or closing the doors into walls rather than the intended frames. Resetting scripts had no effect.
So are there any scripts out there which realign doors when positioning/rotating a rez faux box or is there another work around. I was using a product called 'door scripts in a box' by Wietse Cassini. Any help or advice gratefully accepted.
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Beverly Ultsch
Registered User
Join date: 6 Sep 2007
Posts: 229
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11-06-2007 05:15
Have a look in the scripting tips and scripting library forums, there are plenty of door scripts there, some of them will do what you need.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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11-06-2007 06:46
From: Sy Beck Resetting scripts had no effect. Right. That's not what resetting does. Next time turn the script off (uncheck Running) prior to changing the rotation. Then, after you've made the changes, reset the script and turn it back on. The problem you were having was that as long as the script was turned on, it still had the door's original rotation setting in its memory. By turning it off, you stop it from trying to correct for the new rotation. Then by resetting it while it's off, you clear its memory, allowing it to grab the new rotation setting when you turn it back on. Make sense? Anyway, so you know, when you have a scripting question like this, you'll get much better answers in the Scripting Tips forum than here in Building Tips. Not everyone over here knows a whole lot about scripting, but everyone over there does. The same principle would hold if you were to ask a building question over there. You may or may not get a good answer on building over there, but you'll always get one here. That's why the forums are categorized, so you know where to go to find the right people who can give you the answer you're looking for.
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Dytska Vieria
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Join date: 13 Dec 2006
Posts: 768
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11-06-2007 09:10
Try using llSetLocalRot() in your scripts.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-06-2007 16:50
this will cure the problem  also, you might want to ask in the scripting forum next time when asking about scripts, you'll get quicker detailed responses
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Lolita Pro
www.PhotosByLolita.com
Join date: 30 Oct 2006
Posts: 273
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11-06-2007 18:26
Personally, I use Paskis Scripts exclusively in all my builds.
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Sy Beck
Owner of Group ???
Join date: 9 Feb 2007
Posts: 202
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11-07-2007 17:22
Thanks for all the replies and apologies for posting here. I posted in case I might have done a build fault as well or there was a known problem with those doors. Problem is resolved now with all your help.
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Gusher Castaignede
SL Builder
Join date: 8 Oct 2007
Posts: 342
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11-07-2007 17:40
From: Sy Beck Thanks for all the replies and apologies for posting here. I posted in case I might have done a build fault as well or there was a known problem with those doors. Problem is resolved now with all your help. Hey, I use Rez Faux too and my doors don't move with the structures either...what did you do to solve the problem?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-07-2007 17:59
From: Gusher Castaignede Hey, I use Rez Faux too and my doors don't move with the structures either...what did you do to solve the problem? if the doors aren't linked, they'll need a script dropped in them just like everything else in the rez foo package. if they are linked and not moving with the build it could be one of 2 things offhand. 1 the door has somehow become "locked" in it's edit properties, make sure to check & untick this... 2 the door script is doing something wonky, you can try disabling the the script by opening it and unchecking "running", or you could use the script I offered above, which is very simple, and very low impact on a sim, and will not be affected by moving it physically, only by touches, works on slopes, upside down, you name it... a new version that works with uncut/multiprim doors not linked to the structure will be out shortly as well
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Sy Beck
Owner of Group ???
Join date: 9 Feb 2007
Posts: 202
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11-07-2007 21:41
Solved it Void's way first then invested in some NDE doors because the ones I was using were in comparison, "not very good".
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