Artorius Constantine Posted October 18, 2016 Share Posted October 18, 2016 I see the Suppress Collision sprite function is broken but I don't think that's what I'm looking for anyway.Whenever an object "does something" like talk, those swirly white magic sprites dance around it.Is there a way to kill these? Link to comment Share on other sites More sharing options...
Rolig Loon Posted October 18, 2016 Share Posted October 18, 2016 Nope. Those swirlies are only visible to people who can read the chat, and there is no way to suppress them. They will appear to you if you can read a llSay, llWhisper, llShout, llRegionSayTo, or llOwnerSay message. Link to comment Share on other sites More sharing options...
Artorius Constantine Posted October 18, 2016 Author Share Posted October 18, 2016 hmm So it's just a chat thing? Thanks! That gives me something to work with. Maybe I can make a remote prim just underground for the chat functions and that will keep the swirleys buried too. Or high in the air just out if camera range. Or if I just use pop ups I can avoid them. Good lead. Link to comment Share on other sites More sharing options...
Rolig Loon Posted October 18, 2016 Share Posted October 18, 2016 Yes, and of course you can limit who sees the swirlies by using llRegionSayTo. That beats spamming everyone in the area with unnecessary chat anyway, So ... touch_start(integer num){ llRegionSayTo(llDetectedKey(0),0,"Hello, avatar!");} instead of touch_start(integer num){ llSay(0,"Hello, avatar!");} Link to comment Share on other sites More sharing options...
Artorius Constantine Posted October 19, 2016 Author Share Posted October 19, 2016 Love it! Eliminated most of the useless chat lol. Even my RP toys talk to much! You can see it's mixing a potion. There's no reason to say "Mixing your potion". Love RegionSayTo; It's my goto for anything beyond a MessageLinked. Love cutting down on spam and server loads. I was just using whisper for this but I think regionsayto will be even better. Link to comment Share on other sites More sharing options...
Rolig Loon Posted October 19, 2016 Share Posted October 19, 2016 llRegionSayTo is a great function. The only thing you need to watch out for is the spam limit. From the wiki... There is a per-destination throttle of 200 messages sent over 10 seconds on channel zero. Thereafter, there is also a per-sending-object throttle of 100 messages on channel zero over 300 seconds (5 minutes). This throttle is relevant only after the first throttle is activated. Messages sent on channels other than zero do not trigger the throttle but, once it is triggered, the block applies to all channels. The block is region-wide and applies to all objects with the same owner. The block apparently lasts until the region is restarted. That doesn't sound like much of a limitation, but if you are trying to debug a big script with a lot of diagnostic llRegionSayTo messages, you can hit it before you know what happened. Link to comment Share on other sites More sharing options...
Dora Gustafson Posted October 19, 2016 Share Posted October 19, 2016 Notice the limit is just for channel zero, the public channel This is bad enough if you use it for debug messages to yourself, but you don't have to For debugging llOwnerSay() is much better, it has no throttle :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
Ruthven Ravenhurst Posted October 20, 2016 Share Posted October 20, 2016 right. the only reason i've used llRegionSayTo on channel 0 is directly to an avatar in place of llInstantMessage I wrote a quiz script, and sometimes the text can be too long for the llDialog's 512 byte limit llRegionSayTo has a 1024 limit. and doesn't have the 2 second delay that llInstantMessage has. so using llRegionSayTo(AVid, 0, "some message") to send say, 5 messages for quiz answer choices is faster than llInstantMessage(AVid, "some message"); 5 times, which would take around 10 seconds for those 5 to send Link to comment Share on other sites More sharing options...
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