Problem with doors
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Domineaux Prospero
Registered User
Join date: 6 Nov 2006
Posts: 7
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06-13-2008 15:16
hello everyone  I've been building for over a year now in SL but have yet to really try and sell anything. So far i have been using a free door script called "ultra deluxe door script", made by Ezhar Fairlight. Ive been using rez-foo to box up my builds. This door script worked fine for me for a long time but when havok 4 was implemented it seemed to develop some issues. It may just be me and it may just be a coincidence and totally unrelated to havok 4. What is happening is the doors, when opened, will sometimes move a good distance away from where they are meant to be. For example, i click a door to open it and it moves meters away from its location. It doesn't happen all the time just occasionally, and when it does there seems to be no rhyme or reason to it. sometimes they move up on the Z axis, other times they shift position on the X or Y axis. This will happen on the same house in the same location. I can have a house rezzed in a location, no changes to the land or terrain, yet the doors produce different results at any given time. It also happens regardless if the door prim is locked or not, or if the rez-foo scripts are still in the prims. So, I guess what I am asking is what do you other builders use for door scripts? I don't mind paying for a good one I'm just curious as to what I should use to be rid of this frustrating problem. I would like to try and sell some of my builds but I won't until I know that customers will get a working product. Any suggestions are appreciated  (sorry if this should have gone in the scripting forum, just wanted to get some advice from fellow builders who have to use door scripts and what works for you) Thanks, Domineaux
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Slayora DeSantis
Registered User
Join date: 29 Dec 2006
Posts: 66
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06-13-2008 20:19
From: Domineaux Prospero hello everyone  I've been building for over a year now in SL but have yet to really try and sell anything. So far i have been using a free door script called "ultra deluxe door script", made by Ezhar Fairlight. Ive been using rez-foo to box up my builds. This door script worked fine for me for a long time but when havok 4 was implemented it seemed to develop some issues. It may just be me and it may just be a coincidence and totally unrelated to havok 4. What is happening is the doors, when opened, will sometimes move a good distance away from where they are meant to be. For example, i click a door to open it and it moves meters away from its location. It doesn't happen all the time just occasionally, and when it does there seems to be no rhyme or reason to it. sometimes they move up on the Z axis, other times they shift position on the X or Y axis. This will happen on the same house in the same location. I can have a house rezzed in a location, no changes to the land or terrain, yet the doors produce different results at any given time. It also happens regardless if the door prim is locked or not, or if the rez-foo scripts are still in the prims. So, I guess what I am asking is what do you other builders use for door scripts? I don't mind paying for a good one I'm just curious as to what I should use to be rid of this frustrating problem. I would like to try and sell some of my builds but I won't until I know that customers will get a working product. Any suggestions are appreciated  (sorry if this should have gone in the scripting forum, just wanted to get some advice from fellow builders who have to use door scripts and what works for you) Thanks, Domineaux Hi Domineaux: I used Nifty Neato's Multiuser Door Script for my doors. Do you use a hinge in your doors? If so, the reason it may be opening some distance away from the doorway, is perhaps because you have the hinge set into the door incorrectly. Mine seem to work fine, and the free door script I have, I've had for over a year, so the Havok 4 didn't make an impact on it. If you need the script, just IM me in world. Slayora DeSantis
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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06-14-2008 07:46
With some door scripts, if the door is *moved* or if it gets copied, that door needs to have its scripts reset before it can be safely used. I know that in the "Door Deluxe" script in the Library, it has a section of code that handles resetting the position information as the door gets moved. But even then, a reset is worthwhile, once it's all in place.
Best quick advice. Recommend to your buyer that after positioning the home, they should select each door and reset its scripts, just to be safe, before opening that door.
The scripting forum can probably help you to come up with a script that will instantly detect if a prim is moved, and that will reset the scripts for you in that prim once it stops moving.
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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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Domineaux Prospero
Registered User
Join date: 6 Nov 2006
Posts: 7
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06-14-2008 09:10
thanks for the tips  i havent been using a hinge in the doors, just a single prim for each door. I'll IM ya in world for that script slayora  Ill try the resetting part as well ceera, i didn't think of that. I never even thought to look in library for a door script, doh, lol. I'm sure glad i asked in here about this before spending 6KL$ on a script lol. thank you all for the advice, much appreciated  Domineaux
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Dragger Lok
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Join date: 10 Sep 2006
Posts: 228
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Give This System a Look
06-15-2008 13:54
Domineaux,
Take a look at our door system, Havok 4 tested and working fine. They can be linked to the build or stand alone, single doors and double doors that open together the way god intended, main controller and slave for that huge build- no need to run from door to door to lock up, user and superuser settings, my favorite feature is "stay open" who needs the doors slamming shut on a beach house? invite the outside in .... time delay settings so your guests don't have their butts slapped with the closing doors, newest feature is an automatic door for those commercial builds, have seen too many newbies walk face first into a door ... ok I walk face first into too many doors.
If you pick up the system, free upgrades for life- and that includes the SuperNOVA when it comes out (btw it won't be cheep when it does)
Oh did I mention a curtain system too? dual or single, lockable or independent, linked to build or stand alone ... balcony build? why close that beautiful bedroom off from a balcony, lockable curtains with wide wide throw- have the house locked up? just walk through the doors as a user or superuser, open the balcony curtains and when done close them they are locked ...
NOVA Door Security System - found on slexchange
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Nexii Malthus
[Cubitar]Mothership
Join date: 24 Apr 2006
Posts: 400
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06-15-2008 16:52
Oh crickey, all these door threads sounds a lot like a horribly sneaky try at advertisement in the content creation forums >  .
_____________________
 Geometric Library, for all your 3D maths needs. https://wiki.secondlife.com/wiki/Geometric Creator of the Vertical Life Client
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Dragger Lok
(loading ...)
Join date: 10 Sep 2006
Posts: 228
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06-15-2008 21:37
Sneaky? sir I take umbrage
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Blot Brickworks
The end of days
Join date: 28 Oct 2006
Posts: 1,076
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06-18-2008 00:12
Use the timeless linked door script it's free and available in the script forum.It is easy to use and one of the best.
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Dragger Lok
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Join date: 10 Sep 2006
Posts: 228
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06-18-2008 03:41
From: Blot Brickworks Use the timeless linked door script it's free and available in the script forum.It is easy to use and one of the best. Excellent door script, but if you build prefabs many times there is a front door, back door side door, balcony door, you can go around locking or setting each door, with a commercial system you access every door from a central controller- menu driven and in the case of the NOVA system you have slave controllers so there is no hauling yourself from one end of a house to another to set the doors and with one glance at the controller you see what state the doors are in, locked or unlocked not to mention there are user levels, user and superuser simply put a user can pass through a locked door just as users on a free script might let them, but superusers can access the controllers- master and slave. At the controller you can set every door for time delay, stay open, lock all ... and with the free system there is no auto open so for a store build if you wish glass automatic doors..... free is good but serious builders of prefabs need something with a bit more customer appeal. When it comes to free doors there are few (one that I know of) that are double doors that open at the same time- I live in a bought prefab with double doors that are one at a time open doors and believe me they are clunky to open- if you want a free pair of the coolest double doors that open together I dug up a set about a year ago they were on slexchange but no longer available- I contacted someone who gave a favorable review two years prior! he did a lengthy inventory dive and found them! so not to have anyone else go through that I dusted them off- added some needed comments and have them for L$1 on selex (L$1 so they can be gifted) They can be found here: http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=370693This is the same door script that was used in the CK Designs castle series there was then and is now only one issue with them, they work solid except when resetting as per the original instructions then all hell breaks loose, ok not all hell but the doors revert to their original state i.e.: they move or swing into a pre placed (or pre adjusted) position, sometimes move to an odd position not a preadjusted state- but not a big issue because you can add and remove people from the door list most times without fail or knowing that they behave badly just reposition them once the reset is performed. Ah, not to mention commercial systems come with some nice added features, Hippo Door is excellent if you are setting up rentals and don't need the endless door deeding issues.
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Max Pitre
Registered User
Join date: 19 Jul 2006
Posts: 370
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06-18-2008 04:55
From: Dragger Lok Sneaky? sir I take umbrage LOL is this guy for real? What a salesman!
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Dragger Lok
(loading ...)
Join date: 10 Sep 2006
Posts: 228
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06-18-2008 05:20
From: Max Pitre LOL is this guy for real? What a salesman! Ouch and thank you ... We all spend countless hours covering ground that had been covered before, such a waste- the free double doors besides being excellent in script design took me a solid weekend to figure out what I wanted then to search only to find they were no longer available. Once again can be found here: http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=370693
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Ee Maculate
Owner of Fourmile Castle
Join date: 11 Jan 2007
Posts: 919
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06-18-2008 05:22
The exact same thing happened to me and I started a thread here, but can't be bothered to find it again! I found a workaround by modifying the deluxe door script so I didn't have to re-do the doors. The problem seems to be that the door stores it's position when first rezzed but with rez faux, that I use, the pieces are moved around AFTER they've been rezzed. I assume rez foo does the same? My addition basically does what Ceera says except you don't need to assume your buyer knows how to reset scripts (I spent ages playing with other workarounds with no luck). The only drawback is the first time you touch the door it doesn't open but resets itself, and then from the second touch onwards it works as normal. When you're ready to box up your build just say "store" on channel 666, then box it up as usual. // deluxe door script by Ezhar Fairlight // with rez faux modify by Ee Maculate // features: one prim, no building skills required, automatic closing, workaround for rotation drift, // doesn't mess up when moved, adjustable direction (inwards/outwards) and sound volume, HHGG quotes! // updated for SL 1.5 // just rez a cube primitive and put this script inside - it will shape and texture itself into a door // ********** SETTINGS HERE ************ float TIMER = 30.0; // automatically close the door after this many seconds, // set to 0 to disable automatic closing integer DIRECTION = -1; // direction door opens in. Either 1 (outwards) or -1 (inwards); float VOLUME = 0.8; // sound volume, 1.0 loudest, 0.0 to disable sound // ********** END OF SETTINGS ********** key SOUND_OPEN = "cb340647-9680-dd5e-49c0-86edfa01b3ac"; key SOUND_CLOSE = "e7ff1054-003d-d134-66be-207573f2b535"; vector gPos; // door position (objects move a tiny amount // away from their position each time they are rotated, // thus we need to workaround this by resetting // the position after rotating) door(integer open) { if (open) { llTriggerSound(SOUND_OPEN, VOLUME); llSetRot(llEuler2Rot(<0, 0, -DIRECTION * PI_BY_TWO>) * llGetRot()); } else { // close llSetRot(llEuler2Rot(<0, 0, DIRECTION * PI_BY_TWO>) * llGetRot()); llTriggerSound(SOUND_CLOSE, VOLUME); } } default { // first time startup state_entry() { gPos = llGetPos(); // remember where we're supposed to be door(TRUE); state closed; } } state rez { // item stored in rez faux, wait until touched then reset state_entry() { llSay(0,"Ready to store"); } touch_start(integer total_number) { llResetScript(); } } state closed { // door is closed state_entry() { door(FALSE); llListen(666,"",llGetOwner(),""); } listen(integer channel, string name, key id, string message) { if(message=="store") {state rez; } } touch_start(integer total_number) { state open; } moving_end() { // done moving me around, store new position gPos = llGetPos(); } } state open { // door is open on_rez(integer start_param) { gPos = llGetPos(); state closed; } state_entry() { llSetTimerEvent(TIMER); llSetPos(gPos); // rotation drift workaround door(TRUE); } touch_start(integer num) { state closed; } timer() { // auto-close state closed; } moving_start() { // close when being moved state closed; } state_exit() { llSetTimerEvent(0); } }
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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06-18-2008 08:07
From: Dragger Lok Ouch and thank you ... We all spend countless hours covering ground that had been covered before, such a waste- the free double doors besides being excellent in script design took me a solid weekend to figure out what I wanted then to search only to find they were no longer available. Once again can be found here: http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=370693That is the multi-user lockable door and a copy of it is in the script library on the forums. It is solid work and the best set of free double doors I've found. I use it in my prefabs, and it's modifiable - I changed some commands to llWhisper or llOwnerSay, and have modified swing to slide. Why pay for a commercial system unless you need pay doors or volume detect/automatic open (and those are above your scripting skills)?
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Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims! House of Cristalle low prim prefabs: secondlife://Cristalle/111/60http://cristalleproperties.info http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
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Dragger Lok
(loading ...)
Join date: 10 Sep 2006
Posts: 228
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06-18-2008 08:35
Cristalle,
Yes they are just about the best free doors around, waiting patiently for someone to address the reset issue. As for a commercial product, to be able to lock and unlock all the doors in a build with a single command, and from remote controllers, and set time delay on the fly- not to mention seeing the state of the doors by a glance at a control panel ... not all builders have the time or aptitude to mod the free version into sliders either and the attempts I've seen have poor throw when open. Just how do you deal with automatic doors? Have you ever thought of a beach house build with doors that can at a flick of a menu stay open? Free is fine and think it's grand people get to cut their teeth on them, but I'll take double doors on a balcony that stay open to the world and really let you entertain, or a beachfront house where you can invite the outdoors in with doors that stay open and close them all with a click. ..... lockable curtains that close house wide with one flick of a menu, and will open and close in a locked house at will. We as builders need to see past what gets the job done and what is enjoyable to the final user.
I have no connection to Asri Falcone (and by no means does she use anything I've made) but you all should see her latest build- a team of people five months in the making, around 50k lindens- but once you see it you will feel it's cheep at twice the price.
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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06-18-2008 08:47
From: Dragger Lok Cristalle,
Yes they are just about the best free doors around, waiting patiently for someone to address the reset issue. As for a commercial product, to be able to lock and unlock all the doors in a build with a single command, and from remote controllers, and set time delay on the fly- not to mention seeing the state of the doors by a glance at a control panel ... not all builders have the time or aptitude to mod the free version into sliders either and the attempts I've seen have poor throw when open. Just how do you deal with automatic doors? Have you ever thought of a beach house build with doors that can at a flick of a menu stay open? Free is fine and think it's grand people get to cut their teeth on them, but I'll take double doors on a balcony that stay open to the world and really let you entertain, or a beachfront house where you can invite the outdoors in with doors that stay open and close them all with a click. ..... lockable curtains that close house wide with one flick of a menu, and will open and close in a locked house at will. We as builders need to see past what gets the job done and what is enjoyable to the final user.
I have no connection to Asri Falcone (and by no means does she use anything I've made) but you all should see her latest build- a team of people five months in the making, around 50k lindens- but once you see it you will feel it's cheep at twice the price. The reset issue is easily fixed. I fixed it myself with an llResetScript() in on_rez event. Can't remember at this moment, but I think that is in the default state at the top of the script. on_rez { llResetScript(); } Bam. I figured that out pretty early.
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Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims! House of Cristalle low prim prefabs: secondlife://Cristalle/111/60http://cristalleproperties.info http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
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Dragger Lok
(loading ...)
Join date: 10 Sep 2006
Posts: 228
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06-18-2008 11:10
Been there did that, the problem is after the doors are rezzed ie, customer rezzes the house- then moves it into place the reset remembers the prior rotation so unless the house can be rezzed exactly where you want it to be- the doors when given the reset command to clear out the names, which has to be done from time to time because the remove names does not always work- bang. Now you can include a notecard telling the customer where to and how to reset in the new position ... but ahh that's kinda sloppy.
goes here after state entry:
state_entry() { } on_rez(integer start_param) { // Reset script when the object is rezzed llResetScript();
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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06-18-2008 11:17
I have not had those problems, since the doors can be linked to the entire house. The only problem I found was when the house was rotated to some angle other than the cardinal points of 0, 45, 90, and 270. The house would need to be picked up in that state and re-rezzed.
But few people rotate their houses to 27.3 degrees.
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Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims! House of Cristalle low prim prefabs: secondlife://Cristalle/111/60http://cristalleproperties.info http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
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Dragger Lok
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Join date: 10 Sep 2006
Posts: 228
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06-18-2008 11:20
From: Cristalle Karami I have not had those problems, since the doors can be linked to the entire house. The only problem I found was when the house was rotated to some angle other than the cardinal points of 0, 45, 90, and 270. The house would need to be picked up in that state and re-rezzed.
But few people rotate their houses to 27.3 degrees. hmm cardinal* points would be 0, 90, 180, 270 (NWSE) anyway, Don't forget to include that restriction in your notes to the new user that they shouldn't be "creative" in placing the new house, and thinking it's been a while since you reset the fixed scrip via door command- have seen one door imbed itself in a wall even with the onrez reset in place. (oh also way too easy with a slip of the mouse to be at 2, 91, 179 or 268 and be well into inviting people over to show off the fully furnished house before they pick up on it)
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