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who can answer the impossible question?

Watch Coats
Registered User
Join date: 22 Aug 2006
Posts: 23
08-31-2006 07:04
i have asked this to so many peaple on sl and know one can help.

i have seen huge ships, wel over the 31 prim limit, fly across the sky.i know that this done using a trick were part of the ship is attached to the avatar.dose anyone know were i can learn how to do this or anymore about this trick?dose it use a script?
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
08-31-2006 07:36
You can sit your avatar on a vehicle chassis that is less than 30 prims. Then attach a ship or parts of a ship to your avatar and position it convincingly.
Watch Coats
Registered User
Join date: 22 Aug 2006
Posts: 23
08-31-2006 07:58
but then the two pieces would't be connected and wen the avitars gets up it will still be attached.i have flown big ships and sat down and stood up so it must be done atomaticly?
Barbarra Blair
Short Person
Join date: 18 Apr 2004
Posts: 588
08-31-2006 09:46
You can move large objects, they just aren't vehicles. But the "more than 31 prims" might have been an illusion, also.
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Tania Alva
Registered User
Join date: 15 Jul 2006
Posts: 5
Flying Bridge "Defiant"
08-31-2006 12:09
From: Barbarra Blair
You can move large objects, they just aren't vehicles. But the "more than 31 prims" might have been an illusion, also.


The Flying Bridge sold on the Galaxy sim is well over 100 Prims. It is not attached to the Avatar at all. I think this is what he is talking about. I purchased this ship it is rez as one object and flys by script. Whether it is a physical Object or not is the thing I am not sure. The 30 Prim limit is based on whether it is physical or not.

Tania Alva
Watch Coats
Registered User
Join date: 22 Aug 2006
Posts: 23
08-31-2006 12:20
but an object cant be pysical if it is over 31 prims witch is the problem.so thats why i wnt to learn about the this trick?
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
08-31-2006 14:49
I have been a passenger in a vehicle that was well over 100 prims. I am not at all sure how it was built, but as I recall it was somewhat unstable on sim boundry crossings. Some crossings worked fine, while others unsat me so bad it logged me off!

I don't personally care much for vehicles in SL, so I didn't inquire further into how it worked. But I can confirm that they exist, and I was able to freely move about inside, as was the owner of the aircraft, before we started moving. Not sure if I could have moved safely after we got going. I didn't try.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
08-31-2006 20:43
From: Watch Coats
but an object cant be pysical if it is over 31 prims witch is the problem.so thats why i wnt to learn about the this trick?


Non physical objects can move fine using scripts. There is no trick to it. They just aren't subjected to ground collisions, gravity and such and don't behave in a realistic manner.
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
08-31-2006 21:50
You might want to take a look at these two threads:

Multimove: /54/7c/94178/1.html

and

Nonphy: /54/65/85562/1.html

I am not familiar with the operation of these scripts in the least, so I can't help beyond providing these links.
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Chris Morellet
Registered User
Join date: 15 Jul 2006
Posts: 35
09-01-2006 17:06
you COULD create it in multiple parts and sync them with scripts. the problem? this would be EXTREMELY difficult and it would not be one whole object
Watch Coats
Registered User
Join date: 22 Aug 2006
Posts: 23
09-02-2006 03:50
i looked at the links ,nonpys movments is good,but then the ship with not have physics ?how would u get round that?
nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
09-02-2006 06:01
The only way to have a vehicle which uses physics is to use less than 31 prims (30 + avatar).

If you require more than 31 prims you have two options:

(1) Use the attachment method as stated above. This requires that the physics is implemented on a "chassis" vehicle, which in effect is like the bumpers and wheels etc (anything to make it look like it's colliding as normal with objects). You'll need to script the attached part to turn invisable when the user is not sitting on the chassis (or remove itself from the attachment point). Your vehicle could also rez a copy of the attachment piece when the vehicle is stationary and the driver is not sitting. This way you have all your detail, this would need to be deleted when the driver sits down.

(2) Don't use physics.

Other than that there are no hacks or cheats to get around the limit. This limit is imposed by the physics engine (the code which does the physics simulation). You'll have to wait and see if LL ever implement a more recent version of HAVOK but I wouldn't hold your breath too long. Get building and if you need assistance with the scripting side of things you can ask for assistance in the Scripting Tips forum or request that someone writes you the code in the Products Wanted forum.

Have fun,
nand Nerd
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