Casandra Kumsung
Registered User
Join date: 6 Sep 2006
Posts: 93
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02-05-2010 14:51
I made a gate and pen. The gate is linked the hing last. The pen is linked. the gate works when in position but if I link it to the gate to keep it in the right place for moving and selling it does not work. Is this normal? And customers just have to select the gate and pen to move it. Or am i missing something?
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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02-05-2010 15:18
That's pretty common. It depends on what kind of door/gate you have and what sort of script makes it work. Very quickly, before the forum evaporates, take a look at the discussion at  .
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It's hard to tell gender from names around here but if you care, Rolig = she. And I exist only in SL, so don't ask....  Look for my work in XStreetSL at 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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02-06-2010 07:52
Some door scripts work by rotating a "hinge" prim, and this moves additional prims that are part of that door, and which are linked to that rotating prim, with the prim that rotates being the root of their linkset. Most multi-prim doors use some variation of this method, and the vast majority of those scripts can not be used in doors that need to link to the rest of the structure.
The other way of doing a door is to use a profile cut to divide a single door prim in half, thus making the prin's center be at one apparent edge. A fairly simple script can then rotate that single prim, even if it is linked to other prims, and it will work fine either way.
I would guess 95% of all door scripts use one of the above two methods.
To make a multi-prim door that is linkable, you pretty much have to use complicated scripts that transmit a command to all the prims, moving each individually. Hard to make this work right, as the individual prims most likely have different centers of rotation. So calculating where each should move to and from, and with what rotation, is decidedly non-trivial.
Or else have two copies of the door, one in the closed position and one in the open position, and the script makes one invivible and phantom while revealing the other. Since it is tricky to make a linked prim phantom, (normal methods don't work for that) you don't see that done often.
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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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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
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02-06-2010 09:41
From: Ceera Murakami So calculating where each should move to and from, and with what rotation, is decidedly non-trivial. But borrowing Void's code for doing this from her wiki page at http://wiki.secondlife.com/wiki/User:Void_Singer/Rotations#Rotate_an_objects_POSITION_around_a_given_offset_point makes it almost so 
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