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Gin Clayton
Writer
Join date: 12 May 2005
Posts: 76
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03-12-2007 23:58
I'm trying to make my friends coffin door open. I have the script, it works fine. But when I link everything together, it either doesn't work, or the whole thing acts like a door. I just want the door to open without the whole object to move. I've tried everything I could think of, but nothing works. Any advice? ._.
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
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03-13-2007 01:36
Are you making the door the root prim? That is, when selected, is the door outlined in yellow with the rest in light blue? If so, that's your problem... when the root prim rotates, so do all the child prims.
Un-link the coffin, then re-select the parts, but select something other than the door last. The last-selected prim becomes the root when linked.
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Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
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03-13-2007 03:35
The easy way to make doors that open is to attach them to a single root "hinge" prim that rotates, swinging the rest of the linkset with it. That's how most detailed doors work.
To have it all linked in, you either need a simple half/quarter cut prim for the door, which pivots on its centre (appearing to swing because the other half has been cut away), or else break out some fancy scripting for all of the linked pieces that are door parts, to both move and rotate in relation to the root prim of the whole object.
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Ace's Spaces! at Deco (147, 148, 24) ace.5pointstudio.com
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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03-13-2007 06:25
Or you could use part of the Timeless Prototype door which is meant to be linked to a build and keeps relative rotation and position of open and closed in the title and description. It is in the scripting library and might also be in the wiki
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Gin Clayton
Writer
Join date: 12 May 2005
Posts: 76
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03-13-2007 13:17
"Are you making the door the root prim? That is, when selected, is the door outlined in yellow with the rest in light blue? If so, that's your problem... when the root prim rotates, so do all the child prims.
Un-link the coffin, then re-select the parts, but select something other than the door last. The last-selected prim becomes the root when linked."
Already tried this. :x I know how to build decently well. So I know about root prims, etc.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-13-2007 15:49
Most door scripts do NOT work when you link the door to the build. Either leave the door un-linked, or use the 'Timeless' Door Script from the script library, which is intended to be linkable.
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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.
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Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
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03-14-2007 02:14
Unlinked doors are the bane of my life. People unlink their doors then ask why they whooshed off...
Gin, if your whole coffin build was rotating, that is almost certainly due to root prim confusion. Rotation scripts acting on child prims rotate the child prim only (their rotation is relative to the root of the object, not the world). Rotation scripts acting on root prims rotate the whole object (their rotation is relative to the world, not the object).
If it is a simple one prim door, then Ceera's advice is good. I use a linked door script originally written by a friend and modified, but the Timeless one will do what you want I'd think.
Check rotations of root prims- it's handy if you can keep the root at 0,0,0 rotation so you can figure the open and close rotations for the door itself a lot easier.
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Ace's Spaces! at Deco (147, 148, 24) ace.5pointstudio.com
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