-[UN] Detail Detector-
Welcome to the [UN] Detail Detector information sheet and manual! First the information bit and most prudently, what Is this thing. At its simplest this is a highly customizable, reliable object detector designed to report the details of every object in a set area.
The Detail Detector functions inside a single prim or with linked prims each containing the 'Links' script. It will check every non phantom object in the area that it has been expanded to cover up to a specified height above where the detector is located. Upon completing its scan the detector will report the name and creator of each object detected. It can also optionally report anything from the list of properties available under the 'llGetObjectDetails' command, viewable here: http://wiki.secondlife.com/wiki/LlGetObjectDetails
The Detail Detector works great for house and furniture bloggers to report the details of everything in a photoshoot, or event organizers and sim designers to check prim counts and script details. It can also easily be used in personal homes to check what you have out, or as a designer to quickly scan your product packs while preparing them or store build for wayward items!
--Instructions--
-Base Setup-
The Detail Detector is designed to function from a single flat prim or a group of linked flat prims. To set it up, follow the below steps:
1: Make a copy of the "[UN] Detail Detector - Setup" script and change it to your specification as per the Setup Script guidelines below then save it. If you get any errors carefully check what you entered against the instructions.
2: Rez the detector prim or a new basic prim.
3: Resize the prim to be as flat as possible (Z axis of 0.01) and to fill the space under what you want to scan. I suggest ensuring it is laid exactly flat too.
4: Ensure the "[UN] Detail Detector" script is in the prim you intend to be the root (or single detector prim if only using one). Ignore errors.
5a: If you have a weird shape to scan or intend to use more than one prim to scan, rez some more, position and resize them. Don't link them yet.
5b: If you're using multiple prims to scan, put the "[UN] Detail Detector - Links" script in to each of the extra prims then...
5c: Edit one of the extra prims and hold the shift key. Click each of the others. With them all selected, click the one intended to be the root and Link them.
6: Edit your whole scanner object (linked or single prim) and ensure you see the "[UN] Detail Detector" script in its inventory.
7: Put the "[UN] Detail Detector - Setup" script in to the object with the main script.
8: Check the returned messages to ensure they are what you expect and you have no errors. Fix any problems.
9: Touch the root object to start your scan and wait for the results! Note, the detector will disappear while running and reappear (or delete) when done.
-Setup Script-
list lFields
Enter your desired scan result entries into the lFields list in the repeating format: <"Description">, <OBJECT_COMMAND>. This will cause them to be displayed for each object in a scan. You can see a full list of valid OBJECT_* values here: http://wiki.secondlife.com/wiki/LlGetObjectDetails. Be aware a colon followed by a space will be put after each description before its relevant value is displayed. Also note that the "Object Name by Object Creator." part of each items information cannot be changed.
Example-
list lFields = ["Prim", OBJECT_PRIM_EQUIVALENCE, "Pos", OBJECT_POS];
will produce lines that display as:
<Object Name> by <Object Creator>. Prim: <Prim Count>. Pos: <Object Position>.
Object by Nicolias Sadoul. Prim: 1. Pos: <20.33340,200.65678,1000.44335>.
float fMaxHeight
Enter the max height you want the scanner to climb to on its scan run as a positive number for this variable. Decimals are allowed, for example 2.35. Note the higher you scan, the longer it will take to complete the scan run. If you enter an invalid value here it will default to 3.
Example-
float fMaxHeight = 3.0;
float fJumpDistance
Enter the distance between individual scan levels here. Effectively this ensures anything thicker than this will be detected as the scanner works its way up. This can be any non-zero value including decimals. Note the longer the distance, the quicker the scan run but the more chance an object might be missed.
Example-
float fJumpDistance = 0.05;
integer iAutoDelete
Set this integer to 1 if you want the scanner to automatically delete after reporting its results or 0 to make it reset to its start position and remain. WARNING: Please take care with this. If you've customized your scanner and not taken a copy it will be permanently lost.
Example-
integer iAutoDelete = 0;
- Scans all objects in an area you define
- Reports Name, Creator and details you pick
- Easy to setup and run with full instructions
- Customisable details include LI, position and script use
- Link prims for non-rectangular scan areas