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Glitchie permission settings

Fatbottomedgirl Barbosa
Registered User
Join date: 10 Aug 2007
Posts: 88
03-07-2008 18:22
I am trying to set permissions on some wearable prims with a copyrighted script. I want it to be no Mod, no copy, no transfer. I have tried doing it in inventory and while wearing it but it will not let me take off the no transfer option.

I have tried just making the script no tranfer but that doesn't work either.

Do i have to drag it all out to the ground to change the perms and then refit it all again? Please tell me it isn't so.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
03-07-2008 20:00
an item by default MUST be either +copy or +trans.... you can't really get around that.

you can fake it so it shows in inventory as all no's by placing something in the objects inventory that disallows the option you had to leave available. but once rezzed they can treat it normally.
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Fatbottomedgirl Barbosa
Registered User
Join date: 10 Aug 2007
Posts: 88
03-07-2008 21:26
Thanks Void. I think I need to make it no mod but copiable and no transfer then. Hopefully no mod will stop them being able to snavel the script. The item is a wedding item so basically one use... one would hope.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
03-07-2008 23:49
scripts are unreadable unless they are +copy AND +mod, making it no-trans will have the effect of allowing the user to have as many copies as the want, but not be able to transfer it...

as an option you can have it self delete, or enter a dead state that does nothing after use.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
03-08-2008 05:47
From: Void Singer
scripts are unreadable unless they are +copy AND +mod, making it no-trans will have the effect of allowing the user to have as many copies as the want, but not be able to transfer it...

as an option you can have it self delete, or enter a dead state that does nothing after use.


Make sure to set the script's permissions as well as the object permissions, to the same as the object's. If you don't, customers will be able to pull the script out (even if the object is no mod!), put it in another object, and do whatever it is you wanted to disallow in the first place. For folks who make complex things, this makes it quite a bit more of a pain to stock both no-copy and no-xfer objects for sale.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
03-08-2008 12:34
other fun script induced disabling can be done by entering a non-working state if the object isn't created by you, doesn't have certain permissions, or doesn't have a certain parameter setting.
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Fatbottomedgirl Barbosa
Registered User
Join date: 10 Aug 2007
Posts: 88
04-04-2008 23:02
Just came back to this as i finally solved the problem.

I could set the perms to mod copy no transfer on land not owned by me just fine. Five minutes in a sandbox and all perms were peachy.

I could also not change the perms to no transfer on land owned by a friend who logs in on this computer too.

Go figure that one out.

And I still have no idea why eggs spread during an egg hunt all on the same sim with full perm items in them all ended up with different perms.