Scripting hurdle to overcome! - SLUniverse Forums
sluniverse logo SLUNIVERSE


Go Back   SLUniverse Forums > Development Discussion and Support > Scripting

Notices

Scripting Discuss scripting for SL and other platforms

Reply
 
LinkBack Thread Tools Display Modes
Old 10-10-2008, 10:55 AM   #1 (permalink)
Junior Member
 
Join Date: Oct 2008
Posts: 1

Scripting hurdle to overcome!

Hello,

I am a post-graduate student part of a project to convert some philosophical language games into the Second Life Universe. We are at the moment trying to construct a pile of pillars, such that upon clicking on the pile, it attaches a pillar to your arm. The idea being that you are picking a pillar up off a pile. We have been scripting it so that upon clicking the pile of pillars, it produces a single pillar next to the pile, which if you then click on, it asks if you would like to attach that pillar to your arm.

Our problem is, that if you are not the owner of the pillar, it denies you from doing this. The only person who can pull it off succesfully is the original owner of the pile of pillars, and the pillar inside it. Is there some way around this issue of ownership, other then having it first placed into your inventory. Our aim is to side-step as much of the Second Life interface as possible when participating in this language game.

Thanks for any help!

Matt
Matthew_Whittingham is offline   Reply With Quote
Old 10-10-2008, 11:13 AM   #2 (permalink)
The Purple
 
Chalice Yao's Avatar
Kinda at work. Somewhat.
 
Join Date: Dec 2007
Location: Somewhere purple, Germany
Posts: 2,718

My Mood:

Sadly (and thankfully) no, there is no wayto autochange owners or attach non-owned things to an avatar.

The only way would be for the pillor to be set leftclick-pay for 0l first. then after buy and CHANGED_OWNER (buying the original so nothing lands in the inventory), change leftclick to touch and attach.
Chalice Yao is offline   Reply With Quote
Old 10-11-2008, 12:19 AM   #3 (permalink)
Member
 
Stickman's Avatar
 
Join Date: Jan 2008
Location: Seattle, WA
Posts: 35

If you were fancy enough, you could have a custom animation and make the pillar a "vehicle" so you when click, you "sit" and then can "walk" with it. I'm pretty sure that's not worth the effort, though.
Stickman is offline   Reply With Quote
Old 10-11-2008, 01:33 AM   #4 (permalink)
Doing stuff
 
WarKirby Magojiro's Avatar
busy
 
Join Date: Sep 2007
Location: Glasgow, Scotland
Posts: 2,708
SL Join Date: 14/10/2006
Business: MagoTek Industries
SLShopper Ads: 1

My Mood:

Using the built in buy system to buy the original, is the only way to transfer an inworld object without it passing through an inventory.
__________________
Wounds, both physical and mental, heal in time. bones reknit, therapy and drugs make you forget. Life goes on.
But nothing cures death. Please remember this.


Quote:
"Beware he who would deny you access to information, for in his heart he dreams
himself your master."
WarKirby Magojiro is offline   Reply With Quote
Old 10-22-2008, 03:12 PM   #5 (permalink)
Account Closed
 
Join Date: Sep 2008
Posts: 2,137

Another option is to have the players wear a scripted attachment that contains a pillar in its contents. Then, when a player clicks on one of main pillars in the game, it could then say the avatar's name or key on a backchannel. The attachment then listens on that backchannel, and if it hears the correct line, it then rezzes a copy of the pillar from inventory, which could then be attached to the arm. Personally, I think that this is the best option. The downside is that they would have to obtain and wear the attachment first, but that could be done pretty easily by putting a box next to the pillars with a sign saying "Get your FREE game attachment by clicking HERE" or some such.
Jahar Aabye is offline   Reply With Quote
Old 01-05-2009, 02:31 PM   #6 (permalink)
Rain Pixie
 
Northwest Portland's Avatar
Identity duplicated due to technical difficulties...
 
Join Date: Dec 2008
Location: Concentrate and ask again
Posts: 194
SL Join Date: Years ago :P

the attachment route is probably the most user friendly way to go, with one modification to Jahar's idea. Make the attachment a hidden pillar, then when the user clicks on a pillar, unhide it, and delete or hide the one in the pile. It's not the same pillar, but you can pretend it is. That way there's no need to attach anything via script at all.
Northwest Portland is offline   Reply With Quote
Old 01-05-2009, 02:47 PM   #7 (permalink)
Baby Baroness
 
Wildefire Walcott's Avatar
Pew pew pew.
 
Join Date: Jun 2007
Posts: 3,724
SL Join Date: 2005.10.28
SLShopper Ads: 4

My Mood:

Send a message via Yahoo to Wildefire Walcott
Quote:
Originally Posted by WarKirby Magojiro View Post
Using the built in buy system to buy the original, is the only way to transfer an inworld object without it passing through an inventory.
But is it possible for a rezzed in-world object to become an attachment? I thought attachments could only come straight from inventory?
__________________
Desperation Isle Estates: Great prices, great neighbors, great service!

New Desperation Isle: The prettiest BDSM Playground and Fetish Mall in SL!

Desperation Isle Productions: Scripted skyboxes for lots (and budgets) of all sizes!

Wildefire Walcott's Mistressy Musings: My blog about D/s and BDSM in Second Life.
Wildefire Walcott is offline   Reply With Quote
Old 01-05-2009, 07:50 PM   #8 (permalink)
Rain Pixie
 
Northwest Portland's Avatar
Identity duplicated due to technical difficulties...
 
Join Date: Dec 2008
Location: Concentrate and ask again
Posts: 194
SL Join Date: Years ago :P

Quote:
Originally Posted by Wildefire Walcott View Post
But is it possible for a rezzed in-world object to become an attachment? I thought attachments could only come straight from inventory?
yup, is possible . But a pain, like mentioned above it only works for the objects owner (because attaching to someone else would involve transfering ownership), and you always have to ask for permission.

Used it once to auto attach some vehicle huds. Slightly better than just giving them the hud and saying attach it from inventory when using vehicle. The problem was that it could end up putting a bunch of copies in their inventory if they always used it that way.
Northwest Portland is offline   Reply With Quote
Old 01-05-2009, 07:58 PM   #9 (permalink)
Wordcrafter
 
Rema Quandry's Avatar
Always in Motion
 
Join Date: Jun 2008
Location: Cleveland, OH
Posts: 293
SL Join Date: June 3, 2008
Business: DG Productions
Blog Entries: 5

My Mood:

What about setting up a temporary group for the game and having people join it to play. Then the objects could be set to owned by the group and you'd have no problem. Would this be feasible for your game?

--- Rema
Rema Quandry is offline   Reply With Quote
Old 01-06-2009, 03:07 PM   #10 (permalink)
Rain Pixie
 
Northwest Portland's Avatar
Identity duplicated due to technical difficulties...
 
Join Date: Dec 2008
Location: Concentrate and ask again
Posts: 194
SL Join Date: Years ago :P

Quote:
Originally Posted by Rema Quandry View Post
What about setting up a temporary group for the game and having people join it to play. Then the objects could be set to owned by the group and you'd have no problem. Would this be feasible for your game?

--- Rema
Interesting idea. I'm not sure owned by group objects will let you attach them from in world though... Kinda doubt it since it would still be a transfer of ownership (from group to you). Needs testing
Northwest Portland is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On



All times are GMT -5. The time now is 08:08 PM.
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.3.0 RC2
vB.Sponsors Copyright ©2009 SLUniverse.com
All rights reserved.

Second Life(TM) and Linden Lab(TM) are trademarks or registered trademarks of Linden Research, Inc.
No infringement is intended.