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CSTEST

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  1. Qie Niangao, thx for your reply! Actually I first use the method you've described ("use an attached LSL script to llGiveInventory from the attachment's contents to the object(s)"), but there are some SIMs where execution of scripts not from owner is prohibited.
  2. Hi to all! I have many objects in Second Life that I need to update from time to time. They situated on different sims (my and my friends). For this purpose I use Secondbot (http://secondbot.net/). Update process in short is: 1. Bot teleports to destination object in certain sim. If landing point is set for sim, then Bot stays there. 2. Bot sends new version of object (NVO) to old version of object (OVO) via Secondbot command ("GiveInventoryItem2Obj###"+uuid+"###"+uuid_of_item_to_send). 3. OVO rezzes NVO and dies. Sometimes I get an error "Could not find object in the region", BUT Bot is in 1m beside the object! This error occures when Bot tries to update objects in the same sim (Bot teleports everytime, no matter where new object is) and VERY rare after teleporting from the other sim. What can be the reason of such problem. Any opinions are welcome!
  3. Obviously it's a script in texture. When I deleted all the scripts from object and add script for testing, color continue to change. Object is made of 3 prims and I don't have rights to split it...
  4. Hi to all! While testing some functions on my object I found out that calling llMessageLinked() sometimes changes the color of object: llMessageLinked(LINK_SET, 0, "on", ""); - changes color to default color of object llMessageLinked(LINK_SET, 0, "off", ""); - changes color to RED llMessageLinked(LINK_SET, 0, "test", ""); - changes color to YELLOW I'm a bit confused, why it's so... I quess it happens because one of the prims (or its texture or smt else) my object consist of has link_message event, that has llSetColor() inside... I'm not a creator of object so I can't look inside it. Could smb explain me such behaviour or give me a link to explanation?
  5. Know, I tried with an object consisting of 3 prims and it works fine, but I receive 3 new prims and I must link them. As I understand I can't use llCreateLink, because new objects are empty. Could somebody give me a hint how to link this 3 new prims?
  6. Hi! Could somebody explain me, what I do wrong while using "Object to Data v1.4". (http://wiki.secondlife.com/wiki/Object_to_Data_v1.4). I do everything according to instructions but in the end I receive not OBJECT TO DATA object (which I turned into data) but HOLOBOX object. Also an error follows "llSetPrimitiveParams error running rule #1 (PRIM_TYPE_SPHERE): arg #2 (cut) vector expected but integer given". My objects are: HoloBox - Box Object to data - Cone Data to object - Pyramid
  7. Sorry I'm a bit new... so explain me some points: "1. Loads the old object with llRemotLoad and or drop inventory" - orb should contain old object? "4. ...new version found so send updater orb to them" - what does this mean? send new object? "5. Client receives orb, rezzez it" - what is "Client" here? Thanks for your patience!
  8. Do you mean I should create simple prim with NEW_SCRIPT(1st script in prim) and use llRemoteLoadScriptPin+llRemoveInventory('OLD_SCRIPT') (2nd script in prim) ?
  9. Now my objects works in such a way. They are spread on different sims (not all owned by my avatar). When owner of sim clicks on them they check the script version on server and send notification "NEED UPDATE" or "DON'T NEED UPDATE". If need I send new version of object to sim owner and he installs it. Task = to automatize process/make it simplier (if need update - send new object immediately OR rerez existing object on the same place with new script)
  10. Thx for answers, I also thought about security problems. Then another question: is it possible for owner of object to send new version of script (that his avatar has in inventory) to ALL created objects with name "TO_OBJECT_NAME" and delete old version of script on them? Something like: - sendscript_function(SCRIPT_NAME,TO_OBJECT_NAME); and then call - llRemoveInventory('previous_version_of_script'); Thx!
  11. Hi to all! Is it possible in SL to create a NEW script from existing script? I will explain what I need. I have an object and script inside it. One time in 10 minutes script makes http_request and checks some params on http server. If they are different from what I need, then script should create a NEW script (with content received in http_response) and delete itself. Maybe there are possible ways to do it? Thanks in advance!
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