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Found 3 results

  1. This is a support-script/trigger-script for (free-of-charge) CasperTech Rez2 script by Casper Warden. Intended use is as a doormat prim (or mesh) to rez furniture inside a house for a minimum period-of-time (float REZ_TIME), which is automatically extended if the triggering Avatar remains on the Region/SIM. Said doormat prim (or mesh) must also contain the Rez2 script, which communicates by link messages. The benefit of this approach is that the Region/SIM is not burdened with the land impact (prims) or script load of all the furniture all the time. Few Avatars stay in their homes more than a few hours a week. The use case is that Avatar walks into front door of home, and furniture rezzes as Avatar walks over the (collision detect) doormat, which triggers the rezzing of furniture in the house. By default, the furniture stays rezzed for a minimum of four hours, but that may be changed via the float REZ_TIME variable/constant, after which the furniture de-rezzes only if the triggering Avatar has left the Region/SIM. If the triggering Avatar is still on the Region/SIM, the furniture's time-to-live will be extended by another interval of float REZ_TIME. The Avatar may also touch the doormat prim (or mesh) to initiate the rezzing operation. If the furniture is already rezzed, walking over (collision) or touching the doormat prim (or mesh) extends the rez time once again to its original value (float REZ_TIME). Appropriate but brief messages are sent to only the most-recent Avatar to interact with the doormat prim (or mesh). Any Avatar may trigger the doormat prim (or mesh). No security is provided to limit action to a group or single avatar. Should the SIM/Region or land owner make too extensive use of this technique, it is conceivable that rezzing might fail due to exceeding land capacity, which situation will correct itself after float REZ_TIME expires on sufficient numbers of doormat prims (or meshes). This is similar to the Airline and Hotel over-booking technique, which is a technique with a lot of merit, properly applied, because no-shows exist in the Airline and Hotel business and very light SIM/Region utilization is common in Second Life. It is best to make the SIM/Region's script power available for those Avatars on the SIM/Region, and derez all the script-intensive furniture of the Avatars that are not on-SIM/Region at the time. A griefer might trigger all the rezzers to load the SIM/Region with scripts and prims, but I think that griefers have easier ways to lag sims than run around triggering these rezzer doormats one by one. For details on the CasperTech Rez2 API, Google: Rez2 CasperTech Wiki Revision History 1.0.1 2018-03-23 Added a test for Avatar-on-SIM 1.0.0 2018-03-22 Initial Release Support Script for Rez2 Rezzer. Rezzes on Collision or Touch. float REZ_TIME = 14400.0; // 4 hours = 4.0 * 60.0 * 60.0 = 14400.0 seconds float REPEAT_TIME = 2.0; // Interval to repeat link messages in case they were dropped float TIMER_OFF = 0.0; // Turns timer off. key gkAgent = NULL_KEY; // Agent triggering script string gsRezTimeHoursMinutes = ""; // String of REZ_TIME converted to hours and minutes // Control Codes for sending link message to (free-of-charge) CasperTech Rez2 script by Casper Warden integer REZ = 10001; // Rez. Will send response code 11001 when done. integer DEREZ = 10002; // DeRez. Will send response code 11002 when done. integer SHOW_MENU = 10003; // Show menu dialog. Pass the avatar key as the uuid parameter. integer EVERYONE = 10004; // Allow rez and de-rez by EVERYONE integer GROUP = 10005; // Allow rez and de-rez by GROUP ONLY integer OWNER = 10006; // Allow rez and de-rez by OWNER ONLY integer OFF_TERRAFORMING = 10007; // Terraforming OFF integer TEST = 10013; // Test integer QUERY_REZ = 10014; // Is build currently rezzed? Responds with a RESPONSE CODE as defined below. // Response Codes -- recieved from CasperTech Rez2 script by Casper Warden integer CURRENTLY_REZZED = 11001; // Build is currently rezzed integer CURRENTLY_NOT_REZZED = 11002; // Build is currently not rezzed default // figure out whether Rez2 is in the Rezzed or Not-Rezzed state { state_entry() { llVolumeDetect(TRUE); llSetTimerEvent( REPEAT_TIME ); integer iHours = llRound((REZ_TIME/3600.0)); // Total Number of Hours integer iMinutes = llRound( (REZ_TIME-(3600.0 * (float)iHours))/60.0 ); // Number of Minutes left over after Hours subtracted gsRezTimeHoursMinutes = ( ((string)iHours) + (" Hours and ") + ((string)iMinutes) + (" Minutes. ") ); } on_rez (integer start_param) {llResetScript();} timer() { // Link messages can fail if too many exist. // Should a link message not be heard, this script // repeats the message a slow rate of float REPEAT_TIME llMessageLinked(LINK_THIS, QUERY_REZ, "REZ2-API", NULL_KEY); } link_message( integer source, integer num, string str, key id ) { if ( str == "REZ2-API") { // Change to appropriate state after recieving link message // that advises of current state if (num == CURRENTLY_REZZED) {state rezzed;} if (num == CURRENTLY_NOT_REZZED) {state derezzed;} } } } state rezzed // Stay in this state while Rezzed { state_entry() { llVolumeDetect(TRUE); llSetTimerEvent (REZ_TIME); } on_rez (integer start_param) {llResetScript();} timer() // Go to "state derezzed" when float REZ_TIME expires { if (llGetAgentSize(gkAgent)) // Test to see if key gkAgent is still on Region/SIM { // No action by design if key gkAgent is still on Region/SIM } else { state derezzed; // if key gkAgent is not on SIM/Region then derez } } collision_start( integer num_detected ) // extend rez time to full float REZ_TIME value if Avatar triggers { gkAgent = llDetectedKey(0); if (llGetAgentSize(gkAgent)) // tests to ensure gkAgent is an Avatar not a non-Avatar physical object { llSetTimerEvent(REZ_TIME); // set timer back to start llRegionSayTo (gkAgent, PUBLIC_CHANNEL, ("Furnishings will remain rezed for " + gsRezTimeHoursMinutes)); } } touch_start( integer num_detected ) // extend rez time to full float REZ_TIME value if Avatar triggers { gkAgent = llDetectedKey(0); llSetTimerEvent(REZ_TIME); // set timer back to start llRegionSayTo (gkAgent, PUBLIC_CHANNEL, ("Furnishings will remain rezed for " + gsRezTimeHoursMinutes)); } } state derezzed // this state manages rezzing and derezzing { state_entry() { llVolumeDetect(TRUE); llSetTimerEvent(REPEAT_TIME); } on_rez (integer start_param) {llResetScript();} timer() { // Link messages can fail if too many exist. // Should a link message not be heard, this script // repeats the message a slow rate of float REPEAT_TIME llMessageLinked(LINK_THIS, DEREZ, "REZ2-API", NULL_KEY); } link_message( integer source, integer num, string str, key id ) { if ( str == "REZ2-API") { if (num == CURRENTLY_NOT_REZZED) { llSetTimerEvent(TIMER_OFF); // if derezz is confirmed stop timer llRegionSayTo (gkAgent, PUBLIC_CHANNEL, "Furnishings are now fully de-rezzed."); } if (num == CURRENTLY_REZZED ) { llRegionSayTo (gkAgent, PUBLIC_CHANNEL, ("Furnishings are now fully rezzed and will remain so for " + gsRezTimeHoursMinutes)); state rezzed; } } } collision_start( integer num_detected ) // Trigger rezzing if Avatar triggers { gkAgent = llDetectedKey(0); if (llGetAgentSize(gkAgent)) // tests to ensure gkAgent is an Avatar not a non-Avatar physical object { // Link messages can fail if too many exist. // Should this link message not be heard, // the avatar will just have to trigger it again llMessageLinked(LINK_THIS, REZ, "REZ2-API", NULL_KEY); } } touch_start( integer num_detected ) // Trigger rezzing if Avatar triggers { gkAgent = llDetectedKey(0); // Link messages can fail if too many exist. // Should this link message not be heard, // the avatar will just have to trigger it again llMessageLinked(LINK_THIS, REZ, "REZ2-API", NULL_KEY); } }
  2. Hi, I was 6y away from SL. In 2011 I made one rezzer product. It was also in Marketplace and all works perfectly. Now I plan to return to SL and put it back to Marketplace. I have question - do it still works as is, or I must recompile it? Or change something in source code? I have no idea what changed in SL scripting.
  3. Hey, did something change in the past few days? I have a butterfly rezzer, that I bought years ago, and it's never given me any trouble. In fact, it's been sitting in the exact same place for over a year now, doing it's job, untouched. A few days ago I got a slew of messages telling me that my butterflies were being returned from all over the place, same sim, nearby sims, just all over. When I reset it, and tried to rez more butterflies, the same thing happens, they rez all over the place, when they are supposed to be within 4 meters. I tried to contact the creator, but he's long since gone ... any ideas about what might be going on here?
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