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Rev Eponym
21st Century Schizoid Man
Join date: 28 Feb 2006
Posts: 21
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04-08-2006 09:43
I've made some furniture, and Taken it, and then rezzed copies out into to my house. Problem is, they don't want to land on the floor, they end up floating about 1m high and I have to Edit to get them to floor level. Is there a way to set the height, or this behavior in general? Should note that this is happening on my own land, in my own house. 
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Baron Hauptmann
Just Designs / Scripter
Join date: 29 Oct 2005
Posts: 358
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04-08-2006 13:49
It may be because they are created with "cut" prims. I've seen this before in things that I've made. They sit so that the lowest point would be on the ground if a prim were not cut. But I do not know of a way to fix or change that. So, my reply is probably not overly helpful after all!
Baron
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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04-08-2006 19:07
Baron is right. This is normally a result of cut prims... Before an object is rezzed, as near as I can figure, the system doesnt know everything about the object... so it guesses, based on limited data, which isn't accurate after you take into account the cuts. I'm guessing. I don't know for sure. Either way, you can sorta fix this with a script... vector pos; float zoffset = -1.0;
default { on_rez(integer i) { pos = llGetPos(); pos.z = pos.z + zoffset; llSetPos(pos); } }
Just set zoffset to whatever you find it needs to be.
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Rev Eponym
21st Century Schizoid Man
Join date: 28 Feb 2006
Posts: 21
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04-09-2006 21:58
No, you guys are right. I brought this up in-game with some friends, we experimented, and it's true.
After trying the script, and error-checking a bit, it works great! Seamless and no delay.
Thanks!
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