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Linking objects: 1 phantom other not

Merv Writer
Registered User
Join date: 5 Apr 2007
Posts: 47
01-10-2008 22:01
Hi, I can't figure out how to link 2 objects together and keep 1 of them not phantom and the other one phantom.

For example: if I would build a spotlight I would build at least 2 parts: the spotlight and the beam. The beam must be phantom so people can walk through it, because it is just light, and the spotlight itself must be non-phantom. The beam I created by modifying a cylinder (xx% transparent), etc. I selected for the beam to be phantom and for the spotlight not, I link them and both are phantom. I tried all kinds of things, but nothing.

Can it be done? Can you link 2 objects in which 1 is non-phantom and the other phantom, and how keep them on those seperate settings when linking?

Thank you.
Merv
Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
01-10-2008 22:19
From: Merv Writer
Can it be done?
Nope. Phantom is a property of the entire linkset, not individual prims therein.
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
01-10-2008 22:56
I would say you can have the prim be flexible instead of phantom, make it as tense as possible and turn softness all the way down, no wind, no gravity, maximum drag... but this is acting really weird now... Sometimes it works right, but after resizing it, the behavior changes... the prims may both start acting phantom or solid.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-11-2008 06:33
Why does the spotlight itself need to be non-phantom? I can't think of any viable reason for that, other than that you want people to be able to bump into it. And for that, add a non-phantom, invisible cylinder around the spotlight lamp, and leave that fixed in place.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-11-2008 18:40
if you're really desperate to have the light itself be phatom you could always have the base rez it as a separate prim, if it's a moving light your best bet is to make the whol thing phantom, but it is possible to move it with the rezzor by sending it messages as the base moves (the formula is the same as rezzing llGetPos() + offset * llGetRot()) but it can be kind of jerky... and won't work with llTargetOmega (which is a better solution for constantly rotating lights)... if you're willing to learn a little scripting post over in scripting tips.
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