Exploding Speakers

STEP 1:  Setup a trigger word.

STEP 2: Using The Speakers

Using The Speakers With The ODRezz Box

When the speakers go BOOM... well.. they fall apart.   Then you have to set them up all over again.  Automate the process with the ODRezz Box  Rezzer.  The short version of the instructions:

  1. Rez the ODRezz box.   Rename it to something meaningful
  2. Arrange your speakers how you like them.
  3. Drop the script ODRezz Component into each speaker cabinet.
  4. Touch the ODRezz box.    Blue Menu.   Select RECORD.   This allows each cabinet to remember its location referenced to the ODRezz box.
  5. Take the speakers into inventory.
  6. Drop the speakers into the ODRezz box.
  7. Touch the ODRezz box.   Blue Menu.   Select BUILD.    The speakers rez and reposition themselves.
  8. If you move the ODRezz box the speakers will follow.
  9. Explode the speakers using the   /99 triggerword   command.
  10. Go to Step 7.

If you are rezzing your stage from a RezFaux or similar rezzer system you can include the speakers into the rezzer system as you would any other object.  They are mod/copy.

ODRezz Box Full Instructions.   (the long version)

A) Rez your ODRezz box on the ground.   This will become the "packing box" for your speaker setup.  You can pack your entire stage, house, etc in the rezzer too if you like.

B) Rez in-world the set of prims you wish to be working with, if they are not already. As we are preparing them for distribution, now is the time to check that all of the permissions on them are what you like.

[TIP! in the steps below, you are going to do something to these items, then take them back into inventory. Remember that items rezzed in-world in SL, once taken *back* into inventory, tend to want to go back into the folder you rezzed them from. See the potential problem? You could end up with identically named items in that folder, the unprepared objects and the prepared objects, with no way to tell the difference. Consequently, you may wish to make sure in advance that once you have rezzed the items in-world from a folder, that in your inventory you then drag the originals off to another folder, so the coast will be clear for the incoming prepared ones. This can be particularly important if like most builders you leave each piece with the remarkably unique name of "Object" :} ]


C) Place the ODRezz Component script into the content folder [2] of each piece or set of linked pieces of your build or set. To clarify, if you have several prims linked together (a "linked" set), just one of those prims (the "root" prim, which is the one you see by default when you edit a linked set, anyway) needs a Component script in it. If a prim is a standalone prim, it needs its own Component script.

D) Check your work. Did every piece or set of linked pieces get a Component script? Okay, then proceed.

E) Unless you have logistical reasons not to, we recommend now moving the Packing Box into roughly the centre of the Set. See footnote [3] at the end.

F) Click on the Packing Box (the prim you dropped the base script into earlier.) A blue menu will appear on your screen.

For now, the only button we care about is the RECORD button, but here's an explanation of all of them:

[Note: the menu also very cleverly contains brief explanations right on it!]

CHANNEL: The Packing Box and the Set pieces need a "channel" that they use to talk to each other. If you have several Packing Boxes, or several Sets, rezzed out and on the go all at once, you'll definitely want to make sure that each Packing Box / Set combination has its own unique channel to talk on, or the wrong Set might end up listening to the wrong Packing Box, and disaster could result! You could end up, for instance, issuing a CLEAN (delete) command that the only copy you have on a build might here!

RECORD: This memorizes the locations of the linksets you have dropped Component scripts into;

RESET: This "un-memorizes" the locations of the linksets you have dropped Component scripts into -- that is to say, it undoes any recording;

BUILD: This will rez your set of prepared, unlinked items, putting them all in the right place in relation both to each other, and in relation to the Packing Box.

POSITION: There may be times when the Set of objects doesn't respond to being moved by simply moving the Packing Box with the arrows (covered further below in point 4 of 11. USING BUILDER'S BUDDY) -- owing to lag, or no-script zones, etc. The POSITION command can be used to force the Set to try again.

CLEAN: This will derez the items you just rezzed using BUILD. This is done using the llDie() command. This means these items are gone, bye-bye, gonzo -- you won't even see them in your Lost and Found, or Trash.

DONE: Removes the Component scripts from the linksets, leaving them where they are "permanently." (Removing all the scripts helps to reduce work on the sim server.)

MOVE: Moves and rotates your set of unlinked items in relation to the Packing Box's height and rotation (e.g. your Packing Box will stay where it is; the build pieces will move.)


G) Press the RECORD button; the base Packing Box then records the locations of the prims or primsets that have a component script in them.

[TIP! With many pieces in a build, it can be very easy to forget to add component scripts into a piece or two. To help check that you haven't, after you have recorded the positions, go into edit mode on the Packing Box and move it up a bit. If everything follows as expected, then you are set. If not, from the SL client menu overhead, go EDIT - UNDO to have the Packing Box go back to where it was a second ago. Add a component script to the bits that didn't move. Record the positions again, then proceed.]


H) Leave the base Packing Box out, but take back into inventory all of the pieces that have Component scripts in them. It doesn't matter whether you take them in one by one, or whether you grab them all at once using TAKE from the SL client overhead menu to take them as a compound object.

I) The items are now in your inventory, and if you noted the advice in Step 2 above, you know exactly where they are in your inventory. Now, edit the Packing Box, switch to its contents folder, and drag all these prepared items into it.

J) Rename the Packing Box prim to a more helpful name than Object, if you haven't already.

K) Try rezzing the set from the Packing Box, as described below in 11. USING BUILDER'S BUDDY. Editing the packing box, and using the position arrows in edit mode, will cause the entire Set to move around with the Packing Box. Occasionally, if you are in a very laggy sim, or SL is having some kind of problem, when rezzing a build out of the Packing Box you may have to click on the Packing Box to get the menu, and click the POSITION button to get everything to pop into place. If that still doesn't do the trick, click on the CLEAN button, and then the BUILD button to try again.

[TIP! Occasionally, you may put all the prepared component pieces into the Packing Box, and run a test rez only to find that you're missing a piece of a house or furniture set that you meant to include. Don't despair; after all, that's what test runs are for!

Do the following:
a) rez the set as it is out of the Packing Box;
b) position the missing piece into place, where it should have gone;
c) add a component script to that missing piece;
d) record;
e) take just that missing piece into your inventory (make sure perms are right!);
f) place just that missing piece into the Packing Box

Note: that's right, just the missing piece -- no need to replace everything else.