Eric Bloodrose Posted March 25, 2021 Share Posted March 25, 2021 Hello guys, I might need a little help trying to understand how to solve a weird issue I'm having creating a piece of furniture. Here's the setup: - A mesh obelisk scripted with AVsitter and lockguard (two lockguard scripts, one for each sitter). - The root prim contains two lockguard cuffs containing the following scripts: [AV]object and LockGuard V3.0.1 - The cuffs are mesh, but they also have a transparent linked prim that acts as the link to the obelisk, the prim name is lockguard and in the item description it has the following: id=leftwrist,wrists,allfour - The obelisk has two tiny prims named ring1 and ring2 Item behavior: - When the first avatar sits on the obelisk, he automatically receives the cuffs and they get attached to the wrists - Two sets of particle chains are generated, they link the left cuff to the ring1 object and the right cuff to the ring2 object So far so good, but... - As soon as the first avatar changes pose or, he unsits from the obelisk, the particle system becomes completely non operational. - Resetting the scripts doesn't solve the problem - The only way to restore the particle chain is to alter in any way the [AV]LockGuard script (eg. change the sitter from 0 to ,1 save and then back from 1 to 0, save again) So, that's the situation, I've been trying to find out what's wrong for a couple of days but so far I didn't come to any solution, any help would be much appreciated. Regards Eric Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 25, 2021 Share Posted March 25, 2021 I assume you started with something like "[AV]control Example#05 (RLV & LockGuard, 2 subs)", added the PROP1 stuff with the auto-attaching cuffs, and maybe deleted all the RLV and "control" scripts. It may be worth seeing what happens with the PROP1 stuff removed and just pre-attaching any old LockGuard-scripted cuffs. If that works, then we'll need to figure out what's happening with those prop cuffs. (Possibly a race condition with delay getting them rezzed and ready for particle commands. Or... something.) What bothers me about any explanation that comes to mind is this: 3 hours ago, Eric Bloodrose said: - Resetting the scripts doesn't solve the problem - The only way to restore the particle chain is to alter in any way the [AV]LockGuard script (eg. change the sitter from 0 to ,1 save and then back from 1 to 0, save again) That shouldn't even be possible, which is not to say it's not happening. It's got me stumped, though. Link to comment Share on other sites More sharing options...
Eric Bloodrose Posted March 25, 2021 Author Share Posted March 25, 2021 2 hours ago, Qie Niangao said: It may be worth seeing what happens with the PROP1 stuff removed and just pre-attaching any old LockGuard-scripted cuffs. If that works, then we'll need to figure out what's happening with those prop cuffs. (Possibly a race condition with delay getting them rezzed and ready for particle commands. Or... something.) That was an interesting observation, I didnt think of trying it. So, I've removed the props from the avpos notecard, manually put on the cuffs and sat on the object, they work fine. 2 hours ago, Qie Niangao said: What bothers me about any explanation that comes to mind is this: That shouldn't even be possible, which is not to say it's not happening. It's got me stumped, though. Trust me, I'm not an expert scripter anymore, but that kind of behavior puzzled me as well. Link to comment Share on other sites More sharing options...
Eric Bloodrose Posted March 26, 2021 Author Share Posted March 26, 2021 I think I managed to find a workaround. Suspecting that the problem was related to some sort of synchronization between the cuffs being rezzed and the lockguard messages being maybe too early, I started fiddling with the [AV]LockGuard script. Adding the following line managed to solve the problem: // link new links llSleep(5); I'm still testing, but so far it seems working. Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now