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Script for 60 prim boat


Hieronimos Audeburgh
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As far as I know, unless it's been changed very recently, a vehicle cannot have more than 32 prims, total.  (That's actual linked prims, not the so-called 'prim equivalency', in case you're dealing with mesh stuff.)  And, again as far as I know, each avatar sitting on it counts as one 'prim' -- so, for example, a 2-person jetski can only have 30 actual linked prims at most, since you need to keep two aside for the seated avatars.

It's been a long time since I've tangled with vehicle scripts, though.

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You can circumvent this limit though - you can make a basic vehicle with less then 32 prims and attach the remainder (as a linkset) to the driver. So basically the driver is wearing a part of the vehicle while sitting on the other part. It's a bit strange but it works ..

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hi, or is it Ahoy to people in boats :)

Have a look at message N° 2 for converting High prim to an under 32 Physics weight :

http://community.secondlife.com/t5/Building-and-Texturing-Forum/prim-quot-cost-quot-v-s-32-prim-vehicle-limit/td-p/1695271

Do a search for any simple freebie SL vehicle script  and then in the script set the Vehicle Type to Boat and then have a look at changing SetVehicle.......Parameters to something like shown here :

http://wiki.secondlife.com/wiki/VEHICLE_TYPE_BOAT

 

or alternativly :

http://www.freeslscripts.gendersquare.org/index.php?option=com_content&view=article&id=125:motor-yacht-v082&catid=14:water&Itemid=8

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You dont need anny special script for that,normal old school 32 prim boat script (or anny other vehicle type) will work perfect (if you have it )

What you need to do is to set non colision parts (extra prims ower 32) to prim physics none (you can find that setting in features tab in edit)

You do it like this: Edit your vehicle,activate edit linked,deselect root prim and all prims you want to be solid/phisical up to 32 prims total deselected (to stay in physics limit),on remaining selected prims on features tab change prim physics type from "convex hull" (thats default) to "none" ,script is as you would usualy do,aaaaand done! (note,for this you need mesh enabled viewer becouse its only ones that have this option)

This will basicly cheat scripts not to see extra prims that are set to prim physics type none,they have no waight and they are phantom,vehicle scripts dont see them and this way you can make physical vehicle with total sum of linked parts 256 prims. No script change needed.

PS: To correct Zagnut ,physical vehicle prim limit still is 32 prims but avatars DONT count as prims!

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