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Rolig Loon

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Everything posted by Rolig Loon

  1. As long as the merchant is a Premium member, he's entitled to create an Experience. The Experience would only be needed to give the merchant access to KVP, where he could maintain a data base of customers (blocked or otherwise). There is a limit to the amount of data you can stuff into KVP, so a merchant with a large customer base might still be better off using an external service if that's an issue, but I suspect that most merchants wouldn't need to worry much about it (or could contrive to delete the oldest or least active KVP keys after a while). The merchant could handle product delivery from a server anywhere on the grid, using standard LSL functions.
  2. You don't necessarily need to own or rent that corner. You just need permission to rez there.
  3. If you are using the Firestorm viewer, not the standard Linden Lab viewer. Also, be aware that this function will not work unless you have permission to rez objects at the extreme southwest corner <0, 0, 0> of the region, regardless of where you want the object to appear. "Restore last position" works by rezzing the object at the <0,0,0> corner and then moving it to the "last position".
  4. However, you should be aware of several caveats before you start working with coalesced objects. Like linked objects, coalesced objects take the name of the last object attached to the set. Unless you select objects individually, it is easy to miss including small or transparent objects, and those inside other objects. Always open your editor (CTRL - 3) before you decide to rez a coalesced object to be sure that the entire thing remains selected. Be sure that you rez the object near the center of an area, well away from parcel boundaries and, preferably, well above ground level. Otherwise, some components may be lost or returned. As Bree says, it is possible to include too many objects in a coalesced set, thus making it impossible to rez again. (The maximum that you can rez at once, IIRC, is 1000 objects). Again, read more in the Knowledge Base at
  5. I'm not sure what the question means. When you link objects, the final object that you attach to a linkset becomes its root, and the linkset automatically takes its name. Study basic articles in the Knowledge Base, starting with
  6. At that altitude, it is not uncommon for objects to experience some "prim drift", generated by uncertainty in the positioning algorithm that the servers use to keep track of objects in the region. Many people try to keep skyboxes between 1000 and 2000m above the surface to avoid that problem.
  7. That depends on exactly what form you received it in. I suspect, though, that you received some instructions with it. Creators who sell houses usually include instructions. If you didn't get them, you should contact the creator or merchant. Many (most?) houses are packed in a self-rezzer (or Faux Rez) box. Basically, you rez the box on the ground roughly where you want the house to be and you either click on the box or on a button in it to rez the house itself. Then, you select the box and move it around with your edit tool. The house will follow. When it is where you want it to be, you follow other instructions that essentially disconnect the box from the house or disable it. The details of that procedure, of course, may vary from one system to another. That's why you need the instructions. ETA: The reason why houses are shipped in Faux Rez boxes instead of just as single objects is that they often contain non-linked items. As long as they are under control of the Faux Rez box, the entire assemblage can be moved as a single coalesced object. If you rezzed the unlinked collection and tried to move the house alone, the unlinked pieces would not move with it, and you'd have a heck of a time figuring out where they go.
  8. You'll Never Walk Alone (from "Carousel") -- Yo-yo Ma and Kathryn Stott I'm not a big fan of musicals, but I have always liked Carousel and this piece in particular. I'd never heard it scored for cello and piano, though.
  9. Each newly-rezzed instance of an object is a brand new entity, so each time you save an object it is distinct from any instances you may have saved before. As rasterscan says, then, all you have to do is rename each copy that you save by adding a version number or a date to the name. When you return to the sandbox to build on it again, just rez the most recent copy and get to work.
  10. Rachmaninov: Piano Concerto #2 and Symphonic Dances
  11. I love apostrophes, Honey. ( So did I. )
  12. Honey, I don't buzz. (You left out a comma. )
  13. The honey bears watching (We're in rapid fire -- speed dating? -- mode now.)
  14. I'm not much of a shopper and I am definitely not a crowd person, so I tend to avoid events unless I am feeling unusually curious. I'll admit to having visited a Shop and Hop from time to time, though, and I've been frustrated by the whole gift/demo thing. My alts are at least as bad about shopping as I am, so they rarely get a chance to pick up a free gift. If I could occasionally grab one to hand off to an alt, though, I might be slightly more likely to come back to the same shop myself later. The gift is good cheap advertising, even for someone like me. Similarly, if I could get an attractive demo to pass along to a friend, she might be more inclined to brave the crowd and buy the real thing. If not, where's the loss?
  15. Mozart: Sonata for Piano and Violin in G, K. 301 (Allegro con spirito) -- Anne-Sophie Mutter
  16. Coding style is largely a matter of personal choice, certainly in SL. There are so many acceptable ways to write the same flow control sequence that I find it hard to argue that any of them is "best". Personally, I tend to use while rather than do while or for most of the time, but my choice often comes down to a whim of the moment. The same is true for deciding how and where to increment a counting variable. My first mentor in LSL was Void Singer, who favored a very compact -- even terse -- style. As a result, I often write in-line incremental functions, as you have with while((i=i+2)<=10). The downside is that subtle bits of logic can be easy to overlook when you are trying to debug or modify a script. If I am writing a script that already has a bit of complex logic (or if I am writing something to be read by a novice), then, I may make things easy for myself by using a more open style. Quite coincidentally, I just finished updating a 600+ line script that I wrote a few years ago -- cursing all the time because I had made it hard to see when a couple of key variables were supposed to increment.
  17. touch_start(integer total_number) { integer x; do { llSay(0, (string)x); x += 2; } while ( x < 12); }
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