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Linked Door Script - Need Help
Old 02-05-2010, 04:29 PM   #1
Serenity Seoung
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Default Linked Door Script - Need Help

Well, first off, I am using a Linked Door Script, and the creator doesn't support it anymore, but I asked him fpr help, and he said to just "copy the commands into local"...

Well, I tried, but the commands don't have a channel.

For instance, it says "/door closed". I tried that and it didn't work. Any ideas?
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Old 02-05-2010, 04:32 PM   #2
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Hrm, two things - I'm assuming this is Timeless' linked door?

1) Is the door linked to another prim, and not the root (yellow) prim itself?

and 2) are you in a laggy area?
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Old 02-05-2010, 04:34 PM   #3
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Quote:
Originally Posted by PrettierHateMachine View Post
Hrm, two things - I'm assuming this is Timeless' linked door?

1) Is the door linked to another prim, and not the root (yellow) prim itself?

and 2) are you in a laggy area?
Yeah, it's a Timeless.

1. Yes, it is linked to another prim.

2. Well, I am not lagging...
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Old 02-05-2010, 04:36 PM   #4
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Hrm. I have no idea, then. Sorry.
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Old 02-05-2010, 06:01 PM   #5
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If it's a locking door, you don't want her help anyway

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Old 02-05-2010, 06:22 PM   #6
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The version of that script I use just uses channel 0 for the commands. And make sure the door isn't the root prim

Last edited by Damien Thorne; 02-05-2010 at 06:25 PM.
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Old 02-05-2010, 06:34 PM   #7
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except for special "locking" circumstances, i've always just used the scripts from the freebie double doors available in way too many places (probably Timeless. been a long time since i've looked), tossing aside the non-controlling door where it wasn't needed. after awhile of using these, i finally noticed that if i had multiple doors in one build, all of them would open when opening just one, so each door had to be set to a different channel.
though accidentally making it the root prim did add a little excitement when i saw the entire building swing away 90' and i sat there wondering what the hell i was going to do now. it would have been sensible to wait until the door closed, but when you think your building just destroyed itself, sense is the last thing to assert itself...
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Old 02-05-2010, 10:53 PM   #8
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The most recent version of the Timeless Linked Door is, I think, to be found at the LSL Wiki script library, if that's any help.

But doors are really simple. This one, by Void Singer, is the basis of just about every door I make now. You can link it to a larger build if it's a single prim door, but it has to be unlinked it's got a handle and so on. Because it's so simple, it's easy enough to turn it into double doors and add locks and so on.

Code:
/*//( v7-D Feebie Type 1 Hinge Script )--//*/
/*//-- Works At ANY Angle --//*/

/*//-- NOTES:
 works in ANY single prim door, linked or un-linked
 works in muti prim doors NOT linked to a larger structure
//*/

/*//-- REQUIREMENTS:
 a cut root prim, suggest cube, pathcut start=.125, end=.625
//*/

/*//-- CAVEAT:
 single prim doors are limited to 5m width
//*/

 /*//-- USERS MODIFY HERE v --//*/
integer gIntSwing = 90;
/*//-- use -# to reverse the direction of swing, eg. -90; --//*/


rotation gRotSwing;

default{
	state_entry(){
		gRotSwing = llEuler2Rot( < 0.0, 0.0, (float)gIntSwing * DEG_TO_RAD> );
	}
	
	touch_start( integer vInt ){
		llSetLocalRot( (gRotSwing = (ZERO_ROTATION / gRotSwing)) * llGetLocalRot() );
	}
}

/*//-- IF Redistributing as-is:
 Please leave script full permissions & include all comments
//*/
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Old 02-05-2010, 10:59 PM   #9
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Quote:
Originally Posted by Innula Zenovka View Post
The most recent version of the Timeless Linked Door is, I think, to be found at the LSL Wiki script library, if that's any help.

But doors are really simple. This one, by Void Singer, is the basis of just about every door I make now. You can link it to a larger build if it's a single prim door, but it has to be unlinked it's got a handle and so on. Because it's so simple, it's easy enough to turn it into double doors and add locks and so on.

Code:
/*//( v7-D Feebie Type 1 Hinge Script )--//*/
/*//-- Works At ANY Angle --//*/

/*//-- NOTES:
 works in ANY single prim door, linked or un-linked
 works in muti prim doors NOT linked to a larger structure
//*/

/*//-- REQUIREMENTS:
 a cut root prim, suggest cube, pathcut start=.125, end=.625
//*/

/*//-- CAVEAT:
 single prim doors are limited to 5m width
//*/

 /*//-- USERS MODIFY HERE v --//*/
integer gIntSwing = 90;
/*//-- use -# to reverse the direction of swing, eg. -90; --//*/


rotation gRotSwing;

default{
	state_entry(){
		gRotSwing = llEuler2Rot( < 0.0, 0.0, (float)gIntSwing * DEG_TO_RAD> );
	}
	
	touch_start( integer vInt ){
		llSetLocalRot( (gRotSwing = (ZERO_ROTATION / gRotSwing)) * llGetLocalRot() );
	}
}

/*//-- IF Redistributing as-is:
 Please leave script full permissions & include all comments
//*/
Thanks, I'll look into it!
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Old 02-06-2010, 12:16 AM   #10
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The original door script (the one that uses /opened and /closed to set it) got borked when LL cut back the character limit in object description/name fields >_<
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Old 02-06-2010, 12:20 AM   #11
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Quote:
Originally Posted by Beezle Warburton View Post
The original door script (the one that uses /opened and /closed to set it) got borked when LL cut back the character limit in object description/name fields >_<
Ahhh, that could very well explain it.
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Old 02-06-2010, 12:21 AM   #12
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Quote:
Originally Posted by Serenity Seoung View Post
Ahhh, that could very well explain it.
Yeah, it saves the setup in the name/description fields. Then falls apart because the data gets truncated >_<
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Old 02-06-2010, 10:06 AM   #13
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The latest version -- on the wiki -- fixes that:

Quote:
NOTE: As of Jan 31, 2008 all object names are truncated to 63 characters. (as per Jira SVC-674). This means there was no longer enough room in the object name to save the door configuration unpacked. It now removes extra characters from the values stored and converts the rotations to Euler representations. If an object is being updated with this newer version of the script the /door opened and /door closed configuration will have to be redone (not a big deal since the values will be truncated and it will break anyway if you do anything to reset the script).
So if you want to use the Timeless door, just use the new scripts and set the door up again with them.
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Old 02-06-2010, 01:26 PM   #14
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Quote:
Originally Posted by Innula Zenovka View Post
The most recent version of the Timeless Linked Door is, I think, to be found at the LSL Wiki script library, if that's any help.

But doors are really simple. This one, by Void Singer, is the basis of just about every door I make now. You can link it to a larger build if it's a single prim door, but it has to be unlinked it's got a handle and so on. Because it's so simple, it's easy enough to turn it into double doors and add locks and so on.

Code:
/*//( v7-D Feebie Type 1 Hinge Script )--//*/
/*//-- Works At ANY Angle --//*/

/*//-- NOTES:
 works in ANY single prim door, linked or un-linked
 works in muti prim doors NOT linked to a larger structure
//*/

/*//-- REQUIREMENTS:
 a cut root prim, suggest cube, pathcut start=.125, end=.625
//*/

/*//-- CAVEAT:
 single prim doors are limited to 5m width
//*/

 /*//-- USERS MODIFY HERE v --//*/
integer gIntSwing = 90;
/*//-- use -# to reverse the direction of swing, eg. -90; --//*/


rotation gRotSwing;

default{
	state_entry(){
		gRotSwing = llEuler2Rot( < 0.0, 0.0, (float)gIntSwing * DEG_TO_RAD> );
	}
	
	touch_start( integer vInt ){
		llSetLocalRot( (gRotSwing = (ZERO_ROTATION / gRotSwing)) * llGetLocalRot() );
	}
}

/*//-- IF Redistributing as-is:
 Please leave script full permissions & include all comments
//*/
This door script that Void wrote is by far the easiest way to make a door, and it has the advantage that you don't need a hinge and you can link the door to the rest of your build without creating problems. That makes it an excellent choice for other "door-like" applications too, like the tops of boxes and greeting cards that have to open. The only limitation is that your door must be a single prim. If you want the door to look fancy, you have to do it with textures, not by creating a multiprim door. Don't overlook Void's note about "Requirements," which tells you how to make the door itself.
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Yet another door script ...
Old 07-25-2011, 05:56 PM   #15
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Default Yet another door script ...

For what it's worth, I was asked to modify a freebie door script to make it work as a non-root, linked prim, and also added messages to make two doors work together (as long as they are linked, and neither is the root prim).

The result is now here - http://kimmscripts.wordpress.com/201...5/simple-door/

By default, it auto closes after 3 seconds, will open on collision and works independent of other doors. There are variables at the top of the script to change these behaviours.

It doesn't do chat commands, but might be of use to someone. I haven't waded through all the logic of the original but I believe its now been used a few times since, so is probably ok

Anyway, if its any use, you're welcome to use it.

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