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One-Prim Animated Door User Manual
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1. anyone with access permission can open the door with a mouse click 5 Proximity opens door When enabled the door will open automatically when an avatar is sensed within the specified distance Because of SL sensor limitations this option is operational only in the default one script per door mode 6 Collision opens door When enabled the door will automatically open when an avatar or object bumps into the door This option is operational only when in the default one script per door mode 7 Keycode channel 1 opens door When enabled any avatar with access permission can open the door by entering the keycode on channel 1 type 1 plus a space and the keycode To change the keycode choose Edit then type a new code in chat This option is operational only in the default one script per door mode 8 Automatic door closing after a timeout When enabled the door will automatically close after the specified time If off an open door will stay open until clicked 9 Notify owner of door use When enabled the owner will be notified when the door is used by anyone other than the owner Use the setting Owner notification method to change the method by which notifications are delivered The option daily summary will cause only a summary of each day s door usage to be sent to the owner about once a day The option each use will send full information to the owner for every use of the door 10 Owner no
2. door in the search bar at the top of Inventory then drag it to the ground The door is one prim and modifiable so you can edit it in world to change its size or shape Move it into position and it s ready to use The owner can click and hold the mouse down for four seconds and the door texture will change into the preferences panel The hovertext will guide you or press for help Press X to close the preferences panel More details below The factory default preferences are set to e Owner Group and Public may open the door with a click e Auto close after 10 seconds e Sounds enabled e One script per door mode e Proximity collision keycode notifications and messages are disabled Refining Access Control By default anyone can open the door In the preferences menu access can be allowed or denied for group members and for the general public Additionally access can be fine tuned by adding allow and deny names or UUIDs in a notecard named orate Ctrl Stretch Textures access The owner always has access To change preferences tshirt Enan fopions click and hold the mouse down on any door for more than four Unilin seconds and the door texture will change into a preferences panel To modify the access notecard edit the door click the Contents Features Texture ae tab double click the notecard named access and enter or remove names or UUIDs as shown in the examples in the not
3. are missing like collisions A The proximity collision and keycode options are not available after you have switched to one script per linkset mode See the descriptions above for each preference Q I replaced the three sound files in Contents with new sounds but I don t hear anything A The sounds must be renamed to exactly open close and locked case sensitive with no extra spaces Q Why does the entire linkset go phantom when the root prim door is opened A That s a scripting limitation when using any kind of phantom door at the root prim Relink so that the root prim is not a door For more see the section above about The problem with the root prim and phantom Q My entire linkset is phantom all the time and I can t figure out why A Check if the phantom setting has accidentally been enabled on the Object tab of the edit window and uncheck that option Q Why do only some of my doors work and others don t Or one of my doors shouts an error message when I try to use it A If a door is not functioning correctly check that the door prim still contains the four character model number somewhere in the prim name or description The model number is case sensitive If in the default one script per door mode check that each door contains a door script with a name that matches the door model For example a door prim named My HC12 door must contain the script named Door HC12 Q After swit
4. One Prim Animated Door User Manual by Becky s Gadgets Your model may appear different but the operation is the same Overview Thank you for your interest in Second Life s easiest to use and most versatile one prim animated door The door is a single regular prim with a script controlled texture Opening and closing is done using low lag animated textures instead of moving prims The door is modifiable so you can edit it in world and change its size or aspect ratio to whatever you need The door will operate automatically at any angle whether it is linked with the rest of the build or not The door will operate correctly in all situations with factory default settings but you can easily change many preferences with a mouse using the door s built in graphical interface and context sensitive help Where to Get It It s convenient to obtain a door product from Marketplace for yourself or as a gift A box of fully functional demos is also available for L 1 Here s the URL http marketplace secondlife com stores 101517 Quick Start Guide It s the simplest door in Second Life to use just Rez Move and Use Link it if you want or not Resize it if needed Make as many copies as you need from the original copy in Inventory If you received a door in a box unpack it first drag the box to the ground right click gt Open then copy the contents to inventory Locate the door object in inventory ctrl I Recent tab or enter
5. Why Scripts are allowed to set an individual child prim phantom to let an avatar pass through an open door but scripts have no way to set just the root prim phantom without setting the entire linkset phantom If your door is linked as the root prim and it s linked with your house s floor then when the root prim door opens the floor and everything else will go phantom too Oops The easiest solution is to relink the linkset so that the root prim isn t a door That s all you have to do in the default one script per door mode If you have already switched to one script per linkset mode you can change the link order and then manually move the door script and the access notecard and sounds if desired back into the root prim Troubleshooting and FAQ It s a good idea to keep your original copy of the door in inventory where you can easily find it make a backup copy and rez all the doors you need by making copies from the original If a door isn t operating as you expect it should you can try resetting the scripts Frankly the scripts are pretty foolproof and forgiving But if a door happens to turn red vibrates and spews particles just delete the problem door and rez a fresh copy from your original in inventory Q How do I reset a door to factory original settings A To reset an individual script edit the linkset and choose Build gt Scripts gt Set Scripts to Running Q I m using the graphical preferences interface but some preference
6. ching to one script per linkset mode can I link in an additional door and have it also controlled by the controlling script A Just rez a door from your original copy in Inventory and link it in The script in the new door will automatically detect that the doors are operating in one script per linkset mode and will delete itself so that the door can be controlled by the controlling script in the root prim Q I have several different models of your doors linked in a large house object How can I use one script to control all of the different door models A You ll need to use a separate script for each model door The model number of the door must appear in the door prim s name or description and must match the model number in a script s name For example if you have several model HC17 doors and several model EY 23 doors treat them as two independent door systems and put a copy of the Door HC17 script and a copy of the Door EY23 script into the root prim and they will assume control of both door systems Note that in this configuration the scripts in the root prim will share the use of the same access notecard and the sound files if they exist Warranty Sales and Support Satisfaction guaranteed Free door replacements for misdelivery or if you lose your original copy Contact Becky Pippen in world for sales support questions or comments Y Becky Pippen Becky s Gadgets
7. ecard Here is what the access notecard looks like from the factory Just el AS clue add as many lines as you need e iq B 2 1 iq Te Ore Notecard access Description 2012 02 27 20 28 50 note card Comment lines start with or Each line below starts with allow or deny lowercase followed by an avatar UUID or name no quote marks Ii Examples but omit the comment characters Il allow Sample Resident ideny 17a13b35 5122 1b39 3e42 75c64c106cdc Preferences To change preferences click any door and hold the mouse button down for more than four seconds The door texture will change into a configuration panel as shown at the right and the Preference settings will appear in hovertext Click the OPT arrows to scroll through the options and click the VAL arrows to change the value of any setting Click the X button to close the configuration panel Pressing the button at any time will cause more help information to appear in chat The preferences are numbered 0 through 13 Below is a summary of the preferences and their values 5 Open on proximity Off 1m 2m 3m 5m 10m The factory defaults are shown in bold See further below for more details on each preference Pref Preference Values 0 Script Control Mode One script per door One script per linkset 1 Public access Deny Allow 2 Group access Deny Allow 3 U
8. fe to do so it will assume control of all the doors of the same model in the linkset and will announce its presence to the child prims The child prim door scripts will then delete themselves In all other cases the scripts default to one script per door mode Differences in the modes There are limitations to how much control a script has over child prims when running from the root prim so there are some disadvantages to switching to one script per linkset mode Here s a comparison One script per door mode One script per linkset mode Each door prim needs a door script Only the root prim needs a door script Default factory setting Invoked from Preferences More doors more scripts more server lag Fewer scripts less server side lag Access control is separate for each door Access control applies to all doors Keycode option separate for each door Keycode option disabled Proximity option separate for each door Proximity option disabled Messages option separate for each door Same message settings apply to all doors Sounds are localized emitted from each door Sounds are emitted from the root prim No restrictions on link order The controlling script must be in the root prim The problem with the root prim and phantom The root prim in any linkset behaves a little differently than the child prims and so you probably don t want to have a texture based door as the root prim if you have a choice
9. from the child prims Here is how to switch back to the default one script per door mode using the preferences interface 1 Click and hold any door in the linkset to open the preferences interface Scroll to preference 0 called Script Mode and change the mode to one script per door 2 You re done Each child prim door will now contain its own script and the door script in the root prim will be deleted unless of course the root prim itself is a door If you prefer not to use the Preferences menu you can manually configure a linkset for one script per linkset mode 1 Manually place a copy of the door script into the root prim You can get a copy of the door script by dragging one out of any door into inventory then drag a copy from inventory into the root prim 2 Reset the script in the root prim if necessary and you re done The script will assume control of all the doors in the linkset and all the door scripts in the child prim doors will be deleted To manually switch a linkset back to the default one script per door mode 1 Delete any door script from the root prim 2 Manually drag a copy of the door script into each child prim door that does not have a script 3 If necessary reset the scripts in the doors and you re done All doors will be running off their own scripts Here s how it works behind the scenes If a door script discovers itself to be inside the root prim of a linkset and if it determines it is sa
10. mode each door contains a script If you link more than one door in a linkset each door prim will continue to use a separate script That s the default mode because it works well in all situations However you can reduce the number of scripts in use and reduce server lag by switching to one script per linkset mode in which a single door script in the root prim controls all the doors linked in the linkset It s the same script just different modes of operation Here is how to switch to one script per linkset mode using the preferences interface 1 Rez your doors link them in the linkset and confirm that they are working properly in the default one script per door mode 2 Click and hold any door in the linkset to open the preferences interface Scroll to preference 0 called Script Mode and change the mode to one script per linkset This will copy a door script to the root prim but unless the root prim is itself a door the root prim script won t automatically run until you do the next step 3 To finish the switch to per linkset mode take the linkset into inventory rez it again and start the script in the root prim running To start the script running edit the linkset and choose Build gt Scripts gt Set Scripts to Running or the equivalent in your viewer version The script will discover it is in the root prim and will automatically assume control of all the doors in the linkset and all the other door scripts will be deleted
11. name or description That s how the script s identifies which prims are doors 1 Public access Choose allow to allow anyone to open the door Use the Group access setting to control access by group members The owner always has access If enabled entries in the access notecard take precedence 2 Group access Choose allow to allow group members to open the door Use the Public access preference to control access by non group members The owner always has access If enabled entries in the access notecard take precedence 3 Use access notecard This lets you enable or disable the use of the notecard in Contents named access case sensitive Each door prim that has a script needs a copy of the access notecard When in one script per linkset mode only the access notecard in the root prim will be used When changing from one script per door to one script per linkset or vice versa the access notecard s will need to be copied manually to the prims with the script s The access notecard contains lines with the word allow or deny on each line followed by an avatar UUID or name To edit the access notecard edit a door in world select the Contents tab double click the notecard named access and edit following the examples in the notecard Notecard directives if enabled take precedence over the allow group and allow public settings 4 Click opens door When on
12. se access notecard if present Off On 4 Click opens door Off On 5 Proximity opens door Off 1m 2m 3m 5m 10m 6 Collision opens door Off On 7 Keycode opens door channel 1 Off On editable keycode number Auto close timeout Off 2 5 10 20 60 seconds Owner notification of use Off On each use Daily summary 10 Owner notification method OwnerSay IM 11 Sounds Off On 12 Message on opening Off or an editable message 13 Message on locked Off or an editable message Proximity collision and keycode preferences are only available in one script per door mode Preferences Details 0 Script control Changing to One script per door will cause a script to be inserted automatically into every door in the linkset that doesn t have a script Changing to One script per linkset will cause all the door scripts to be deleted from all the child prim doors and a script will be inserted into the root prim If the root prim is itself a door the process is fully automatic with no interruption in service If the root prim is not a door then you ll need to take the linkset into inventory re rez it edit the linkset and choose Build gt Scripts gt Set Scripts to Running This preference is available only when a door is linked with something See the separate section about One Script Per Linkset for more details Door prims can be renamed and relinked as long as the 4 character model number appears somewhere in the prim
13. tification method This option is meaningful only when the setting Notify owner of door use is enabled When enabled you can choose to receive owner notifications by OwnerSay or IM OwnerSay works only when the owner is logged in and resident in the same region IM works when the owner is not in the same region or not logged in but IMs can be capped 11 Sound You can enable sounds to play when the door opens closes or is locked When in one script per door mode the sound will seem to come from the door but when in one script per linkset mode the sound will be emitted from the root s center and so its localization may seem to be a little off If that s a problem use one script per door mode To change the sounds just replace the sound files in Contents 3 66 with new sounds They must be named exactly open close and locked case sensitive 12 Message on opening When enabled this IM message will be sent to the avatar who successfully opens the door To change the message choose Edit and type in a new one line message into open chat 13 Message to display to the user when a door is locked When enabled this one line IM message will be sent to the avatar who tries to open a door but does not have access permission To change the message choose Edit and type in a new one line message in open chat Advanced Topics Script Reduction One Script Per Linkset In the default one script per door
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