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Found 2 results

  1. Dear scripters, I am looking for a way to change the object description of an item i have in the content tab of a giver object. The idea is that when someone touches the main object the description of the object to give away will be changed first, so i can make the gift more personalized. Havent found a way yet to do so. Was wondering if it is possible, and if yes, how so? Thanks in advance!
  2. Hi, First I'd like to thank everyone who contributes to this forum.. I've read many helpful posts in here over the past year that have helped me learn to become a better and more efficient noob scripter. I am looking for some advice or maybea nod in the right direction regarding protecting items you give people through llGiveInventory. Let me explain... I create a combat/life meter... in the system I have certain 'product maker' items... for instance a toaster... When clicked by it's user, the toaster will listen for 'bread' being added and when Bread equals 2, the toaster will cook two slices of toast. When ready there are two things I do depending on what kind of item/product maker the player is using... Rez the object to be temporarily attached or Give the player the item to be stored in their inventory for future use. So.. My problem is this... I've had to be the owner of these items, as if I was to give players toasters, there would be nothing to stop them dragging toast to their inventory, bypassing the need for 'bread' to be bought for RP$ in game. For llRezObject I've managed to secure the items using Rez Number/Start Parameters... If the item is rezzed by any other means than the toaster rezzing bread when done, the toast will llDie(); But, for llGiveInventory, I can't seem to think of a way to protect the items, as the product maker wouldn't be rezzing the object, it would be giving it to the player. I tried to have a 'Rez Server' which worked well, meaning I don't need to store the items given inside the product maker, but then I came across the 10m llRezObject limit which negates the point of 1 on sim server... so as far as I know, that idea is out of the window as every house would need a server. Any advice or point in the right direction would be greatly appreciated. Thanks in advance.
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