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Dealing with defiant color changing scripts


LordHappycat
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Hello,

I'm in the process of modding something and it appears that it's script is continuing to color change even though I've cleansed the scripts. I use Firestorm as my viewer and the object is ~FF~ Wrist Claws. I am actually trying to make these like normal wrist claws with replacing all of the color with steel textures. I've replaced the metal looking textures with steel ones and tried taking off every color possible. I got to the claws themselves and even though I changed the texture of the claws, it still kept changing colors.

I'm just second guessing it right now, maybe it's designed to be color changing and there isn't much I can do. It is rave after all, lol. Just thought I'd ask whether or not I'm dealing with it's intended design or a rebellious script.

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I don't know how you "cleansed" the object, but if you actually deactivated or removed all scripts, there's no way they can continue to change anything in the object.  Some prim properties (like particles and hover text, for example) need to be started by a script but do not need a script to keep them running, but something that changes a prim's color is not in that category.  I suspect that you have failed to notice a script in some child prim that still needs "cleansing".

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Adding to Rolig's post, you can turn on a viewer debug setting to check if your object has a script in it which is producing updates - like color changes. Press Ctrl+Alt+Shift+U to turn on the "Show Object Updates" feature. Any time an update occurs, a colored particle will be emitted from the object. Press the key-combo again to turn it off. More info here http://wiki.secondlife.com/wiki/About_the_Update_Indicators

Alternatively, if there aren't any scripts in the object but its colors continue to change, then it may be the result of a texture animation, which is another prim property that can persist without scripts. If that is the case you can use this line of code to turn off all texture animations on the object:

llSetLinkTextureAnim(LINK_SET, FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0);

 

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