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Lost temporary physical prims fired from gun, spamming my chat with "cannot move" messages


Kota Firegrave
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Bullets are very small, so you can't see them until you are almost on top of them.  The best way to spot them is to highlight transparency (type CTRL + Alt + T).  That should work because a lot of bullets spew an annoying cloud of particles, which is much larger than the bullets themselves and will glow red when highlighted.  If you have the exact coordinates where they are spamming from, they shouldn't be all that hard to find.  Do remember to cam around and look from several angles, though.  If your bullets are skinny in one dimension, they could be hard to see unless you are looking at them straight on.

To avoid this problem in the future, script your bullets to die if they aren't over your land.  Adding a simple line in a timer event should do it, assuming that you have a timer event in the bullet's script. If not, write one.  A basic script to do the job could look like this:

default{     on_rez (integer startup)     {          llSetTimerEvent(1.0);     }     timer()     {          if(!llOverMyLand(llGetOwner()))          {               llDie();          }     }}

 

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Bullets are very small, so you can't see them until you are almost on top of them.  The best way to spot them is to highlight transparency (type CTRL + Alt + T).  That should work because a lot of bullets spew an annoying cloud of particles, which is much larger than the bullets themselves and will glow red when highlighted.  If you have the exact coordinates where they are spamming from, they shouldn't be all that hard to find.  Do remember to cam around and look from several angles, though.  If your bullets are skinny in one dimension, they could be hard to see unless you are looking at them straight on.

To avoid this problem in the future, script your bullets to die if they aren't over your land.  Adding a simple line in a timer event should do it, assuming that you have a timer event in the bullet's script. If not, write one.  A basic script to do the job could look like this:

default{     on_rez (integer startup)     {          llSetTimerEvent(1.0);     }     timer()     {          if(!llOverMyLand(llGetOwner()))          {               llDie();          }     }}

 

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