I hope this question isn't all wet, but wondering...
Is it possible to set a Worlds Water Height to greater than 100 meters?
I'm attempting to set it in Firestorm>Region/Estate>Terrain>Water Height
Thank you!!
WATER HEIGHT greater than 100m
- Shandon Loring
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WATER HEIGHT greater than 100m
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- Ilan Tochner
- Ilan Tochner
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Re: WATER HEIGHT greater than 100m
Hi Shandon,
The maximum water height you can set via the viewer is 100m.
The maximum water height you can set via the viewer is 100m.
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- Shandon Loring
- Shandon Loring
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Re: WATER HEIGHT greater than 100m
Thank you Ilan!
If anyone needs it the following script works for me
--------------------------
//REGION WATER HEIGHT UTILITY
//Rough but gets the job done, suggest deleting object after water height is set
//Always works as a HUD in case you need to keep it with you as you jet around your region
// When script says "Ready for commands"
// Type in Local Chat /waterheight xxx
// (where xxx = your desired waterheight)
// Standard disclaimer: if it breaks not my fault, if you're concerned about this script breaking something Don't Use It. Etc Etc.
// WARNING: DO NOT SET FOR NEGATIVE VALUE!!!
// WARNING: DO NOT SET FOR NEGATIVE VALUE!!!
// WARNING: DO NOT SET FOR NEGATIVE VALUE!!!
// from http://opensimulator.org/wiki/OsSetRegionWaterHeight
float g_WaterHeight; // <---- Storage Var
integer g_ListenChan = 0;
list g_ltmp; // <--------Temporary buffer
default
{
state_entry()
{
llListen(g_ListenChan, "", llGetOwner(), ""); //Prepare listener
llSay(0, "Ready for commands");
}
listen(integer channel, string name, key id, string message)
{
g_ltmp = llParseString2List(message, [" "], []); // Split the message into chunks
if(llList2String(g_ltmp, 0) == "/waterheight") // Self explanatory
{
osSetRegionWaterHeight(llList2Float(g_ltmp, 1)); // Set the region water height to the specified value
llSay(0, "Setting region water height to "+llList2String(g_ltmp, 1)+"m (In case anyone was wondering)");
g_ltmp = []; // Flush buffers
}
}
}
If anyone needs it the following script works for me
--------------------------
//REGION WATER HEIGHT UTILITY
//Rough but gets the job done, suggest deleting object after water height is set
//Always works as a HUD in case you need to keep it with you as you jet around your region
// When script says "Ready for commands"
// Type in Local Chat /waterheight xxx
// (where xxx = your desired waterheight)
// Standard disclaimer: if it breaks not my fault, if you're concerned about this script breaking something Don't Use It. Etc Etc.
// WARNING: DO NOT SET FOR NEGATIVE VALUE!!!
// WARNING: DO NOT SET FOR NEGATIVE VALUE!!!
// WARNING: DO NOT SET FOR NEGATIVE VALUE!!!
// from http://opensimulator.org/wiki/OsSetRegionWaterHeight
float g_WaterHeight; // <---- Storage Var
integer g_ListenChan = 0;
list g_ltmp; // <--------Temporary buffer
default
{
state_entry()
{
llListen(g_ListenChan, "", llGetOwner(), ""); //Prepare listener
llSay(0, "Ready for commands");
}
listen(integer channel, string name, key id, string message)
{
g_ltmp = llParseString2List(message, [" "], []); // Split the message into chunks
if(llList2String(g_ltmp, 0) == "/waterheight") // Self explanatory
{
osSetRegionWaterHeight(llList2Float(g_ltmp, 1)); // Set the region water height to the specified value
llSay(0, "Setting region water height to "+llList2String(g_ltmp, 1)+"m (In case anyone was wondering)");
g_ltmp = []; // Flush buffers
}
}
}
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- Snoots Dwagon
- Krull Kitty
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Re: WATER HEIGHT greater than 100m
I wonder what would happen if you set that script to a negative value? :>
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- Shandon Loring
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Re: WATER HEIGHT greater than 100m
Reportedly it immediately crashes your Region and prevents you from logging back into it. I didn't actually try that. I figure Oren has enough work! lol
I just needed a 500m deep ocean at Neaburn City
I just needed a 500m deep ocean at Neaburn City
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- Krull Kitty
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Re: WATER HEIGHT greater than 100m
Would it not be interesting if a negative number created a deep and mysterious water hole?
And the sim it was used on suddenly relocated itself on the grid to an equally mysterious "Griduma Triangle"
And the sim it was used on suddenly relocated itself on the grid to an equally mysterious "Griduma Triangle"