Jump to content
  • 0

a scipting question


Tiggy3
 Share

You are about to reply to a thread that has been inactive for 2857 days.

Please take a moment to consider if this thread is worth bumping.

Question

Is there a script to detect an avatars weight/render cost. i found this, but it doesnt quite work.

default
{
touch_start(integer num_detected)
{
llOwnerSay(llGetObjectName()+" Avatar Render Weight: "+llList2String(llGetObjectDetails(llGetKey(), [OBJECT_RENDER_WEIGHT]), 0));
}
}

I would like to make a hud out of it eventually.

Link to comment
Share on other sites

2 answers to this question

Recommended Posts

  • 0

For a standalone object, something like:

// a bit wordy but easier to see bits - can compress later as neededdefault{    touch_start( integer num_detected )    {        key toucher_UUID = llDetectedKey( 0 ); // lazy, assumes single toucher only or at least first in Q        integer toucher_render_weight = llList2Integer( llGetObjectDetails( toucher_UUID, [ OBJECT_RENDER_WEIGHT ] ), 0 );        string toucher_account_name   = llGetUsername( toucher_UUID );        string toucher_display_name   = llGetDisplayName( toucher_UUID );        string message = "Avatar : ";        message += toucher_display_name + " ( " + toucher_account_name + " ) ";        message += "Render Weight : ";        message += (string)toucher_render_weight;        llOwnerSay( message );    }}

Its over long to break in to the various bits. For a HUD you will need a different approch (grabbing the target UUID for one thing).

Link to comment
Share on other sites

  • 0

I'm afraid there is no way to make it work.

I have a render weight avatar lag meter ready for sale and everything but it turned out the avatar render weight you can get from llGetObjectDetails() is way too unreliable to have any practical value whatsoever.

  • Like 1
Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 2857 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...