xigaro Posted November 26, 2012 Share Posted November 26, 2012 Is it possible to create an object from script, without the object being in the script parent object's inventory? Ideally I'd like to rez a cube from script without having to place a cube inside.I discovered llGodLikeRezObject() but I assume only Lindens have God powers.Is anything like that possible?Thanks! Link to comment Share on other sites More sharing options...
Rolig Loon Posted November 26, 2012 Share Posted November 26, 2012 No. You can rez an object from inventory or you can manipulate in-world bjects that are appropriately scripted, but you cannot create an object out of thin air with a script. Even llGodLikeRezObject, which is a Linden-only function, needs a UUID (which raises the interesting question of where a Linden gets the UUID of a non-rezzed object .... ). Link to comment Share on other sites More sharing options...
Xiija Posted November 27, 2012 Share Posted November 27, 2012 an alternate method... http://wiki.secondlife.com/wiki/Object_to_Data_v1.4 Link to comment Share on other sites More sharing options...
Rolig Loon Posted November 27, 2012 Share Posted November 27, 2012 Oh, yes! I haven't thought about that one for a long time. Thanks, Xiija. Link to comment Share on other sites More sharing options...
Qie Niangao Posted November 28, 2012 Share Posted November 28, 2012 It's a start, and fine for rezzing just a cube (although some prim would still need to be in the rezzing object's inventory). For more general application, though, the linked code seems to be for individual prims (I don't find llCreateLink on the page), and even for individual prims, it predates sculpties. And, of course, we still have no way of replicating--or even getting--slice parameters for boxes and cylinders, grr. With Mesh, of course, there's no way to do anything remotely like this. Good for protecting IP, I suppose, but another way Mesh cripples scripting. Link to comment Share on other sites More sharing options...
Dora Gustafson Posted November 28, 2012 Share Posted November 28, 2012 Qie Niangao wrote: It's a start, and fine for rezzing just a cube (although some prim would still need to be in the rezzing object's inventory). For more general application, though, the linked code seems to be for individual prims (I don't find llCreateLink on the page), and even for individual prims, it predates sculpties. And, of course, we still have no way of replicating--or even getting--slice parameters for boxes and cylinders, grr. With Mesh, of course, there's no way to do anything remotely like this. Good for protecting IP, I suppose, but another way Mesh cripples scripting. You may have looked away for a brief moment, here it is: PRIM_SLICE :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
Qie Niangao Posted November 29, 2012 Share Posted November 29, 2012 OMG! :matte-motes-agape: Now to ramp-up lobbying for script access to projector properties. even though we've only needed those for two years. (I'm guessing we'll be lacking access to normalmaps and specularmaps before we get projectors.) Link to comment Share on other sites More sharing options...
Rufus Darkfold Posted December 2, 2012 Share Posted December 2, 2012 The PrimControl hud rezzes a "standard" object containing a script, primset, and then sends it messages to configure itself. Most prim properties can be set, including type and all its arguments, color and texture, particles, light, and keyframed motion. The entire project is open-source. http://community.secondlife.com/t5/LSL-Scripting/Free-primcontrol-HUD-Easy-Keyframe-Animation-Easy-Prim-Torture/td-p/1092569 Link to comment Share on other sites More sharing options...
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