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[satus Inc] Temp Rez System

[satus Inc] Temp Rez System
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[satus Inc] Temp Rez System

▶INTRODUCTION◀
Temp Rez System is the system that allows you to rez a high prim object without any impact on your land capacity. The Temp Rez System box itself is 1 prim. The temp rezzed object will be 0 prim no matter how many prims it is. You can also move the temp rezzed object position or even rotate it (within 10m). The system will automatically save your object's position and rotation. The Temp Rez System also has Sensor Mode built-in, which allows the Temp Rez System to use the resource efficiently.

▶▷ TEST YOUR OBJECT BEFORE PURCHASING ◁◀

Before purchasing the system, you can check if your object can be temp rezzed

1st, Open Land Setting and take a note of the total available land impact or prims. (Example, you see 971 prims left)

2nd, Rez your object which you wanted to temp rez. Buy this script here for free and put in your object. Then, open Land Settings and see the total available prim/land impact left (not the prim/land impact of the object). You should see the same number as you saw in step 1 (Example, 971 prim left). Then, you know your object is ready for temp rezzing.

https://marketplace.secondlife.com/p/satus-Inc-Temp-Rez-Object-Script-for-In-world-store-purchase/4177603

▶IMPORTANT NOTE◀
MESH is a very different thing. Sometimes, it works. Sometimes, it doesn't work. This is SL problem. It depends on many things like script inside mesh, physics, linked mesh, etc. Please check your mesh object before purchasing this system. To check your MESH, please read above.

▶FEATURES◀
1. Temp Rez System - Support object or linked object
2. Turn any high prim object into Zero 0 prim object
3. Sensor detect avatars range and efficiently use of resources.
4. Automatically save temp rezzed object's position and rotation
5. Control by menu - Easy to turn On and Off.
6. Easy to set up.

▶REQUIREMENTS◀
The object to use for Temp Rez must have COPY and MODIFY Permissions.
▶MODIFY Perm allows you to drop the required Temp Rez Object script in
▶COPY Perm is required so that the Temp Rez System can rez copies of the object.

You can temp rez:
1) Mesh only object (not guarantee. check first before purchase - see important note)
2) Prim only object
3) Sculpted only object
4) Mesh only linked object (not guarantee. check first before purchase - see important note)
5) Prim only linked object
6) Sculpted only linked object
7) Prim+Sculpted Linked object

▶PERMISSIONS◀
1) [satus Inc] Temp Rez System (Copy&Mod)
2) [satus Inc] Temp Rez Object Script (Copy)

▶SUPPORT◀
If you need help, please feel free to IM satus9 Resident. I'll be happy to answer all questions or show you how to set this system up.

▶HOW TO USE - SET UP IN 4 EASY STEPS◀

* Step 1: Put [satus Inc] Temp Rez Object script into your object, take it in your inventory
* Step 2: Open the [satus Inc] Temp Rez System box and drag and drop your object into the Temp Rez System Box's inventory
* Step 3: Click on the [satus Inc] Temp Rez System box and press "Turn On" button. The system will look for your object and start the temp rez process. You can also turn on Sensor for more efficient use of the resources. (Note: the Temp Rez System box will be invisible after you turn the system on)
* Step 4: Move and Rotate your temp rezzed object as desired. Remember: the maximum range is 10m from the Temp Rez System box

▶HOW TO TURN OFF TEMP REZ SYSTEM◀
The Temp Rez System box is now invisible, you need to press Ctrl + Alt + T to show invisible objects. Then, do the following steps:

* Step 1: Click on the invisible Temp Rez System box.
* Step 2: Click on Turn Off Button. The system will deactivate and derez your Temp Rezzed Object. The box will now be visible again.

▶HOW TO TEMP REZ MULTIPLE OBJECTS◀
To Temp Rez multiple objects, you need to link all objects together as a single of object. Then drop the object script in just like what described in Step 1* OR you can use multiple Temp Rez System Box for each object.

▶ZERO PRIM TEMP REZZED OBJECT◀
When you select your temp rezzed object, you will see the real prim number for example 31 prims. However, it will not be counted. Your available prim will stay the same. In other words, the temp rez object will be 0 prim.

▶WHY DOES THE TEMP REZZED OBJECT SOMETIMES FLICKER ?◀
That is because of the re-Rezzing process. The system can not keep the temp rezzed object forever. It needs to re-rez the object when SL removes the object.

[▪ ▫ MARKETPLACE ▫ ▪]
https://marketplace.secondlife.com/stores/109922/

[▪ ▫ TELEPORT ▫ ▪]
**[satus Inc] Main Store**
http://maps.secondlife.com/secondlife/Costa%20Nero/3/176/22

**Teleport Hub**
http://maps.secondlife.com/secondlife/Costa%20Nero/44/176/22
(http://www.teleporthub.com)

Teleport Hub - One Stop for All Second Life(R) Freebies, Group Gifts, Promotion, and Hunts

[satus Inc]

Veja o item no Second Life
  • Temp Rez System - Support object or linked object
  • Turn any high prim object into Zero 0 prim object
  • Sensor detect avatars range and Efficient use of resources.
  • Automatically save temp rezzed object's position and rotation
  • Easy to set uo.
Classificação média: estrela cheia estrela cheia estrela cheia estrela vazia estrela vazia
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waiting on reply
estrela cheia estrela cheia estrela cheia estrela vazia estrela vazia Postado(s) 03/11/2023 por PA17D012A Nebula

The LI doesn't work as intended. Rezzing system is easy to use however the LI does count. it is not a 0 count as it is led to believe

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...
estrela cheia estrela vazia estrela vazia estrela vazia estrela vazia Postado(s) 27/12/2022 por Cordy Bing

I did everything as described....Message from SL.. Can't rez object because the parcel is too full. works perfectly.... not. waste of money.

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smart and lightweight
estrela cheia estrela cheia estrela cheia estrela cheia estrela cheia Postado(s) 28/07/2016 por Govega Sachertorte

after a few very ugly failed attempts at using temp rezz systems, I found this. Its very lightweight with a small menu to use and it works perfectly without going bonkers and rezzing all over the place. Highly recommended.. worth it.

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