Beacon teleporter

Just finished up an age-old project of mine, a grid-wide (map) teleporter that is configured by a beacon which is rezzed or carried in-world. When the teleport pad is rezzed initially, it rezzes a beacon above it. Take that beacon into inventory, teleport to where you want the destination to be, and rez it. Or attach it to yourself, and the teleport pad will automatically update as you travel through SL.

Once the teleport pad is set up, residents can use it by clicking on it. This brings up the map window, in which they should click the “Teleport” button to take them to the selected destination.

This would be ideal for:

  • Teleporting customers from satellite stores to a main store.
  • Helping do tours of SL (attach the beacon to yourself and people can teleport along with you)
  • Teleporting a group to a new venue (rez the pad, grab the beacon, drop it at the next venue and everyone can teleport along).

Buy it on XStreetSL at

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Single prim vendor

I’m expanding my range of vendor scripts, and have just release a single prim vendor. This is a vendor script designed to sell several products using only one prim (ideal for stores that are already near their prim limit). Products are arranged into sets of up to 8 products, using a single (very large) texture for all products in a set, with the script only revealing 1/8th of the texture at a time. Using a single texture in this manner means that changing between different products within the same set is extremely quick as there is no need to load a new texture.

Features include:

  • Pay commission to another avatar whenever a sale is made.
  • Optional reporting of sales to the owner.
  • “Locks” to a single customer at a time to avoid problems with payments being made while another customer is changing displayed product.
  • Notecard configuration.
  • Set a landmark and/or notecard to deliver with every product.
  • Products are delivered to the customer as folders.

You can see the texture template needed for this vendor at; please note that Firefox renders the image far too big, IE won’t render it at all because it’s an abomination, but it should work great in Photoshop/GIMP/Illustrator.

The script ships full perms (for resale with only either copy or transfer permissions, not both), and would be ideal for mall owners wishing to provide free vendors to their renters. Buy it now from XStreetSL or in-world from my store in Sunweaver Air.

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Texture Change HUD

Completing my initial lineup of HUD scripts is my texture change HUD script pack. This script, intended for resale as part of finished products, allows an avatar to change textures on a prim by clicking HUD controls. It’s ideal for changing textures on hair, shoes, eyes, etc. (I also sell a complete texture, color and glow changing HUD script pack for L$1,000 if you need more functionality).

It supports almost unlimited textures (textures stored in prim inventory limited only by what the server will support, textures stored in-script limited by memory), and provides a preview of each texture. Although a sample HUD is provided, it is anticipated that must customers will want to build their own HUD, and full instructions are provided (HUD assembly is straight forward, with most of the configuration done by naming prims).



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Sample credit card bill

Just got my credit card bill through, which shows a live transaction I did while testing the PayPal vendor. For the curious, here’s what it looks like to the customer if they pay with a credit card:

heres one I charged earlier

To get it to show a meaningful store name, you need to set it with PayPal. Go to “Profile” (under “My Account”), then “Payment Receiving Preferences” under “Selling Preferences”, and finally look for “Credit Card Statement Name” at the bottom of the page.

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“Roomies” prim counter

Continuing my prim counter product refresh, I’ve just released a new counter for shared parcels. Unlike my first shared parcel counter, this one adds a whitelist of avatars who can see a detailed breakdown of prim usage for all avatars with prims on the parcel. It was designed for where several avatars “live together” as a group, and rent as a group. Avatars not on the whitelist can see their own prim allowance and usage, making it also suitable for non-shared rentals (and the detailed view could be used for rental managers or similar). Example output:

[2:07] “Roomies” prim counter demo whispers: Rita Mariner is using 1 prims.
[2:07] “Roomies” prim counter demo whispers: Xugu Madison is using 211 prims out of an allowance of 1000.

The script is configured purely through a notecard. You must have “owner-like” permissions on the parcel, to set up this script. That means either be parcel owner, or be an officer in the group the land is deeded to (apparently; have to admit I’m trusting the docs on that one).

What’s in the box?

  • A pre-made counter, with a simple grey texture, intended for wall mounting.
  • Full and detailed instructions


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Basic Prim Counter (freebie)

Just did a massive update to one of my freebies, as part of an overhaul of my prim counter range. It’s a prim counter to show prim usage across one or more parcels within the same region (sim/island). By default, it shows the parcel it is currently on, but can also show other parcels around the same region. It always shows total prims (excluding temp-on-rezz prims, which are a special case), but can optionally also show a breakdown of owner, group owned and other owned prims. Example output:

Basic prim counter 2.0: Usage report for parcel “Chess set at 400m” ( Air/27/40/403/):
Owner has used 44 prims.
Group have used 0 prims.
Other avatars have used 0 prims.
Total prim usage 44 out of a prim allowance of 500, leaving 456 prims spare.
Basic prim counter 2.0: Usage report for parcel “Xugu’s Script Store” ( Air/208/9/27/):
Owner has used 215 prims.
Group have used 0 prims.
Other avatars have used 1 prims.
Total prim usage 216 out of a prim allowance of 500, leaving 284 prims spare.

Configuration is entirely by landmarks and notecard. Comes as a pre-made counter, with a simple grey texture, intended for wall mounting.

Grab it from XStreetSL at or in-world at (top floor of my new shop is still work in progress, please don’t kick the clutter).

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PayPal vendor demo

Now up on XStreetSL, will be in-world (in my store) tomorrow:

Free demo of my basic PayPal vendor. Supplied as copy-only, with a fixed transaction price of $1.49 (US), but is otherwise perfectly functional.

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PayPal vendors now available

The first two PayPal™ vendors are now available to buy in-world and from XStreetSL. In short, the versions are:

  • Basic: L$375, PayPal only (can’t take L$), one transaction at a time, configured by chat
  • Pro: L$750, PayPal and L$ vendor, concurrent transaction support, configured by notecard

You can buy them both at my new store being built at, or from XStreetSL at (basic vendor) and (pro vendor).

These vendors allow you to take payments by PayPal(tm) or credit card (processed through PayPal), and have products in-world automatically delivered on receipt of payment. This has several advantages:

  • Customers don’t have to buy L$ and then buy your product, they can use their credit card directly.
  • For institutional customers (education, business, etc.) PayPal is likely to be much more compatible with their existing purchasing procedures.
  • Money arrives directly in your account in your currency of choice.
  • PayPal generates detailed receipts for both vendor and customer.

To use, customers click the vendor and are given a URL to complete the transaction, which they click in chat. This brings up a PayPay login page. The customer logs in, confirms the payment, and the vendor receives payment notification directly, and delivers the item.

There are drawbacks to PayPal, however. First of all, as with any method of making real money (for example, “cashing out”) from Second Life, use of this vendor may make you liable for income taxes and similar on money earnt. You should look into these matters for yourself, as I am not qualified to provide advice.

Secondly, PayPal will charge you fees on each payment received. The amounts depend on both your country and that of the purchaser. You can look up fees on PayPal’s website. For payments to the US, see: and for the UK,

You can realistically expect to pay $0.30+3.9% per transaction. Given this, it’s strongly recommended that you do not use this vendor for items cheaper than approximately $1.50. While these are very high fees compared to transactions in SL, or even on XStreetSL, they should be offset by higher sales from people not having to decide to convert money before they can buy from your store.

What’s In The Pack

Both vendors contain loosely the same components:

  • PayPal vendor script – with copy and modify permissions so you can even read the code; why trust a closed source product with your money?
  • Full and detailed documentation – and of course we support our products in case you find something we haven’t thought of
  • PayPal acceptance sign (subject to PayPal’s license on usage)
  • A sample vendor to get your started

What’s NOT In The Pack

A PayPal account; I’d strongly suggest that you have a PayPal account and have it associated with a bank account or credit card BEFORE you buy this vendor. No refunds will be given if you can’t get an account or have it disabled.

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BuilderBot is coming! Look busy…

Rezzable, having first announced they’re leaving the Second Life™ virtual world for OpenSim (y’know, I hadn’t even heard about them before they were leaving, how depressing is that), have now announced the release of BuilderBot, their toolset for converting Second Life content into OpenSim region ARchive (OAR) files ready for import into OpenSim. In short, this takes an entire sim, and converts it into a nicely packaged format ready for import into OpenSim. Unsurprisingly, content creators (especially those whose content you can copy, scripts are usually more resistant) are a little upset over this. I’m therefore going to make myself unpopular and say I think this is awesome.

Lets face facts here. The Second Life content controls have been cracked like an egg in a blender. Much bigger organisations with much better backing and “trusted hardware” have tried and failed to stop content being copied, I really can’t see LL tripping over some silver bullet.  Some people have argued they’re making it even easier to copy content, by making tools even easier to get at. I’m sure, of course, that it’s really hard to find copies of CopyBot. Okay, yes, it does make it easy to copy a sim wholesale, rather than in pieces. but I would like to point out you then need (at least, for now) a region to unpack the region archive in to.

What BuilderBot really means is:

  1. I don’t have to worry about being able to copy our sim at work, from SL into OpenSim. This is an epic time saver.
  2. Full sim backups become a realistic possibility. This is fantastic for if we want to let people loose on the island and just revert afterwards.
  3. People who want to copy content now have another tool to do it, with its own advantages and disadvantages.
  4. We might finally drill it into people’s heads that content controls don’t work, and are not going to solve this.

That last one is a particular pet peeve. I am fed up with features such as llGetLinkPrimitiveParams() being avoided because they would provide copying tools to people who are already have perfectly good copying tools. If you’ve ever seen shoes with tens or hundreds of tiny resize scripts, one per prim, that function is what we need to stop doing this. Instead of having individual scripts in each prim report size and handle re-adjustment, this would allow a single script in do the same job. It doesn’t make it possible to get any information out that you can’t get already, it just means you can do it with one script instead of one hundred. I’ve got tools which will already insert a script into every prim in a link set, having to use one script per prim is not hard, it’s just a giant source of lag (and of course you can delete them after copying, so the copiers never suffer this).

My stuff continues to go out almost universally with copy/mod. Given they’re scripts, that means anyone can cut & paste the entire script trivially. Some scripts are no-mod because it’s the only way to include security keys for accessing remote web apps, but that’s the only exception. A good number even ship full perms. I may lose sales, but I make a lot of sales back to people who like knowing they can always keep a backup.

We cannot beat the copiers by technology, we can only beat them by education. Get more people involved into creating digital content, let them see how much work is involved, and you’ll do far more good than any content controls will.

Oh, and can’t wait for BuilderBot!

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Item sales permission checker script – L$50


Just a quick side-project completed today; this is a script to check permissions on items you’re selling. It looks for anything shipping with both copy & transfer permissions enabled for the next owner, and warns about them. It also dumps a list of permissions on all other items, just in case you want to look out for modify-enabled scripts, notecards etc.

Sample output:

[8:26] Permission checker 1.0 boxed: WARNING: “Hovertext” is copy and transfer enabled!
[8:26] Permission checker 1.0 boxed: WARNING: “Xugu’s Script Store, Sunweaver Air (194, 30, 141)” is copy and transfer enabled!
[8:26] Permission checker 1.0 boxed: 2 assets checked.


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