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Vang Foden
Registered User
Join date: 10 Feb 2008
Posts: 10
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02-10-2008 22:14
Noticed something strange and wondered if there was a known work around. Here's the problem. If you link a phantom object with other non phantom objects the whole set becomes phantom. In an ideal SL I would hope that individual object atributes would be respected but the set could be moved around as a single entity. Any thoughts?
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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02-10-2008 22:44
Nope, can't do it. "Phantom" is a property of the entire linkset, not the individual prims.
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Designer of sensual, tasteful couple's animations - for residents who take their leisure time seriously.  http://slurl.com/secondlife/Brownlee/203/110/109/ 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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02-11-2008 06:38
You might be able to script something so if the linkset moves, the seperate phantom part also moves in the same way. It would require an open listen that the linkset could use to inform the phantom part that its position needs to be updated. If the phantom part kept a record of the last-known position of the linkset, it could query the linkset on receiving that "I've moved!" message, calculate the difference in position and/or rotation from the former recorded position, and apply the same change to itself.
Not trivial to do, but at least it seems possible. But no, you can't just link them.
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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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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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02-11-2008 07:28
there is (was?) a hack around using scripting to get this effect.
assuming the build doesn't move, why link it at all?
if the build only moves ocassionally you could use llEmail instead of a listen as suggested by ceera, but it'll require a constant poll for emails from the folloing object, which may be just as bad as an open listen, possibly worse.
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