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too many vehicles ?


Taff Nouvelle
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I have a strange problem with a simple vehicle script.

Test setup

loop 100 llSetLinkPrimitiveParamsFast SET_COLOR) etc

time taken    <1sec

start 20 fish ( simple vehicle script )  total script time <2ms.

run the test again, time is now between 4 and 5 secs.

Is there a known limit for vehicle scripts running on a single region ? or is this a bug.

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Without seeing the vehicle script and all its linked sub-scripts it is not possible to pin point exactly, what caused as described as above, llSetLinkPrimitiveParamsFast changing just colors surely is one of the fastest operations of them all. But just one line of inefficient code can cause huge delays for example.

In general though each vehicle on rezz initialize it state (running scripts) and this have a notifiable impact on any given sim. After a while the general performance though should normalize. In a drive sim a visit from say a biker group with 20 motorcycles. will cause notable impact on sim performance - and some bad written vehicle scrips more than others.

There are much more efficient ways to script fish swimming around - using a vehicle script to make a fish swim around unless you want to be user driven may be an overkill.

Any limit on vehicles in a given sim? Would it not be max number of free objects/LI determining this?

 

 

 

Edited by Rachel1206
OP experienced SL/scripter :)
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Agreed there are simpler ways to do this, but none as realistic. Any other method uses straight line movement, and fish do not turn at right angles :)

the vehicle script does not have any sub scripts, it is a simple submarine ( Balloon ) script that has a random direction change on a timer, nothing more than that. 

the llSetLinkPrimitiveParams is used to show and hide 3 faces to flick the tail.

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