Showing posts from May, 2020

Linksets in SecondLife (2)

Before approaching the script to make links securely while maintaining the original order, I will explain a trick to do it without scripts . Rez the object you want to add and link it to a newly created primitive. Link the target object (for example the car) to the newly created object. Unlink the root prim, that is, the primitive you just created. And that's all. If you have experimented with the LinkSpy.lsl script on all primitives you will see that the order is correct. Using the script that I created the instructions are a bit more complex, there are six steps instead of three. Put the JJReLink script in the inventory of object. Click the object. Object will ask for link permissions. click on Yes Link object you can add to linkset. (Ctrl + L) Click on object again. Remove JJReLink script and check that everything is working Warning: This script to work temporarily breaks all links. Make sure your object is not physical before use, or all parts

Linksets in SecondLife (1)

Suppose you have a nice car that you got for free at a freebie store. Your car has all the permissions, it is copyable, modifiable and you can transfer it to another avatar. You decide that you can improve it, adding other objects that you have found for free. Perhaps you like to put on the hood a skull with horns and a spare wheel at the rear and to give it a more "MadMax" look like metal window grilles. By doing so, you discover that your brand new car has stopped working. Maybe instead of turning the wheels, the seats turn, the lights are no longer on, and the particle emitters are wrong.   Many scripts assume that a primitive within the primitive set will always have the same binding number, and when primitives are added or removed the script crashes. I'm going to create a few scripts to see what exactly is going on. Script: LinkSpy.lsl PutTextInfo ( ) { string sMessage = " Link: " + ( string ) llGetLinkNumber ( ) + " \n "