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Prim limit for vehicles, can I have the final word?

Loydin Tripp
It may be virtual but...
Join date: 28 Apr 2006
Posts: 150
07-13-2006 14:08
I asked this same question of the Scripters of Second Life group and got some mixed messages, some were sure, some were not. I am asking for a friend of mine who speaks french. She has built a fairly clever 'Pocket House" and I am trying to get some better and solid info for her so that she does not have to guess. I have no experience, as of yet, with making vehicles, so am of little use to her on this subject.

I was told 31 + driver
I was told if the other Avatars are sitting they don't count.
I was told in conflict that they all count.
I also wondered if temp on Rez mattered? If she could upon 'resting' the house generate furniture, sort of like a Murphy bed?

Thanks in advance
_____________________
Loydin Tripp -in Lingua Franca

"No man is an island",
but I bought one anyway...
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
07-13-2006 14:11
The limit is 31. Avatars count for that as one prim per av.

However - if they sit after the vehicle is made physical, they don't count. You will get complaints, but the thing will keep working. If it changes to nonphys, though, as a lot of vehicles do, the extra will cause a problem.

Temp on rez, AFAIK, makes no difference.
Loydin Tripp
It may be virtual but...
Join date: 28 Apr 2006
Posts: 150
07-13-2006 14:17
Ordinal, thanks for you rapid fire reply. I should have asked this before...

What do you mean by physical versus non-physical?
_____________________
Loydin Tripp -in Lingua Franca

"No man is an island",
but I bought one anyway...
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
07-13-2006 14:24
Objects in SL can be either physical or non-physical.

Nonphys means they just sit there, and don't fall, or get bounced about by hitting other things. Most bits of buildings are nonphys.

Vehicles that use the vehicle scripting functions that are basic to SL must be physical, or they won't work. You can also make an object physical by editing it and checking the "physical" box - that means you can bounce it about by hitting it or bumping into it etc. Other things are also usually physical, like bullets and rockets and steel pigeons and other things.

If you look in the script you will see lines like llSetStatus(STATUS_PHYSICS, TRUE); or FALSE to turn it off.

There are ways of moving a nonphys object using scripts, but they are a lot more involved than the vehicle functions. My trams in Caledon are nonphysical, for instance. One basically has to simulate movement all by oneself, which can be a pain.
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
07-13-2006 14:26
Physical objects are being handled by the physics engine, while non-physical objects are static.

As an example, a bullet would be physical, while a house would be non-physical. Objects are usually only set physical if they need to have smooth movement.
Loydin Tripp
It may be virtual but...
Join date: 28 Apr 2006
Posts: 150
07-13-2006 14:30
Thanks again, I knew what you just said I did not realize the short cut terminology, now I do.
_____________________
Loydin Tripp -in Lingua Franca

"No man is an island",
but I bought one anyway...