Rachel Harley Posted May 29, 2023 Share Posted May 29, 2023 Hi, I'm trying to see if I can find the UUID of a HUD i'm wearing. Its HUD I purchased (so I cannot modify it to report the UUID when its rezzed). I'm using an RLV viewer was wanting to use o Allow/prevent touching HUDs : @touchhud[:<UUID>]=<y/n> But I cannot find any way of finding the UUID of my own HUD. Any suggestions? Thanks Rach. Link to comment Share on other sites More sharing options...
Rolig Loon Posted May 29, 2023 Share Posted May 29, 2023 Use an on_rez event in your script. It will feed you the UUID of the object that was just rezzed. 1 Link to comment Share on other sites More sharing options...
Rachel Harley Posted May 29, 2023 Author Share Posted May 29, 2023 Thanks Rolig. Its a HUD i purchased which is 'no modify' so I can't add that event unfortunately. Thanks for the suggestion! Link to comment Share on other sites More sharing options...
Rolig Loon Posted May 29, 2023 Share Posted May 29, 2023 You don't add it to a script in the HUD. That's for the script that rezzes it. Link to comment Share on other sites More sharing options...
Rolig Loon Posted May 29, 2023 Share Posted May 29, 2023 (edited) And sorry. I meant the object_rez event, not on_rez. I hate typing on a mobile phone. 🙄 Edited May 29, 2023 by Rolig Loon 1 Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted May 29, 2023 Share Posted May 29, 2023 On Firestorm, you can select any object and open the edit window, then click on the "Copy Keys" button on the main view, if I recall correctly. With scripts, you can also use llGetObjectDetails. Link to comment Share on other sites More sharing options...
Innula Zenovka Posted May 29, 2023 Share Posted May 29, 2023 12 minutes ago, Wulfie Reanimator said: On Firestorm, you can select any object and open the edit window, then click on the "Copy Keys" button on the main view, if I recall correctly. With scripts, you can also use llGetObjectDetails. Since the object is no mod, I don't think there's any way to get the key when it's attached from inventory, other than copying the key, but since the key is going to change each time the object is rezzed, I'm not sure how much use that's going to be.@Rachel Harley You might try writing a simple script with something like llRegionSayTo(llGetOwner(), someChannel, "it's me! Your HUD!"); in the on_rez and attach events and then any object the owner is wearing that's listening on someChannel will hear it and can grab the ID from that. Then give the script to whoever made the HUD and ask them to drop it in a copy of the HUD for you. That's all I can think of. Link to comment Share on other sites More sharing options...
Rachel Harley Posted May 29, 2023 Author Share Posted May 29, 2023 OK thanks everyone for the ideas. I'll try a few of those things. Thanks! Link to comment Share on other sites More sharing options...
KT Kingsley Posted May 30, 2023 Share Posted May 30, 2023 In the Firestorm viewer (I don't know about others) there's a Copy Keys button near the bottom of the General tab of the build window which seems to work even for other people's no modify objects. Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted May 30, 2023 Share Posted May 30, 2023 the object_rez event is probably what you want, (assuming that you are rezzing the hud before it attached) the alternative is llGetAttachedList, and finding which one is your hud. Link to comment Share on other sites More sharing options...
Innula Zenovka Posted May 30, 2023 Share Posted May 30, 2023 10 minutes ago, Kyrah Abattoir said: the alternative is llGetAttachedList, and finding which one is your hud. But llGetAttachedList can't, by design, see HUDs. That's the problem with HUDs. 1 Link to comment Share on other sites More sharing options...
Qie Niangao Posted May 30, 2023 Share Posted May 30, 2023 (edited) I don't know why the script owner's own HUDs can't be revealed by llGetAttachedList but that's the situation, so with a no-mod item there seem only four possibilities, all nearly hopeless: Get the HUD's rezzer to confess what it's rezzed. That's only going to work if this no-mod HUD is (already) scripted to attach itself after being rezzed, which seems a lot less likely than assuming it will always be attached from user inventory. [ETA: Mostly won't work anyway*] Discover the HUD exposes its attached existence in some way a script can detect. For example, it may say something on a channel the script can monitor. Or rez something a script sensor can detect. Or play an animation on the avatar that the script can observe with llGetAnimationList or change their animation state observable with llGetAgentInfo, timed such that the script can determine it's occurring due to the HUD's attachment. Or some other "tell". Get the creator to add some absolutely minimal API that reveals its existence in a way visible to a script (see #2 above) Get the creator to make the damned thing Mod-perm, which most things should be anyway, but this HUD might be an exception: if there's some roleplay reason it shouldn't be touchable, maybe the end user shouldn't be able to modify it and change the rules of whatever game it roleplays (but more likely the creator just won't do it because they're an Ever So Important creator; either way, Mod-perm seems about as unlikely as the other options). [* ETA: Other than the HUD actually saying something, these ideas only reveal the fact the HUD was attached, but not its identity. Theoretically, if the HUD rezzes a thing, that thing could reveal who rezzed it—kinda option #1, once removed—but that's unrealistic because the thing hypothetically being rezzed is coming from a no-mod HUD, so another sleight of hand would be needed to make that rezzed object confess its rezzer.] Edited May 30, 2023 by Qie Niangao 1 1 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted May 30, 2023 Share Posted May 30, 2023 6 minutes ago, Qie Niangao said: I don't know why the script owner's own HUDs can't be revealed by llGetAttachedList but that's the situation, so with a no-mod item there seem only four possibilities, all nearly hopeless: Get the HUD's rezzer to confess what it's rezzed. That's only going to work if this no-mod HUD is (already) scripted to attach itself after being rezzed, which seems a lot less likely than assuming it will always be attached from user inventory. Discover the HUD exposes its attached existence in some way a script can detect. For example, it may say something on a channel the script can monitor. Or rez something a script sensor can detect. Or play an animation on the avatar that the script can observe with llGetAnimationList or change their animation state observable with llGetAgentInfo, timed such that the script can determine it's occurring due to the HUD's attachment. Or some other "tell". Get the creator to add some absolutely minimal API that reveals its existence in a way visible to a script (see #2 above) Get the creator to make the damned thing Mod-perm, which most things should be anyway, but this HUD might be an exception: if there's some roleplay reason it shouldn't be touchable, maybe the end user shouldn't be able to modify it and change the rules of whatever game it roleplays (but more likely the creator just won't do it because they're an Ever So Important creator; either way, Mod-perm seems about as unlikely as the other options). In my ignorance, I had assumed it may not be possible to get the UUID of the original HUD at all, being "no-mod". Link to comment Share on other sites More sharing options...
Qie Niangao Posted May 30, 2023 Share Posted May 30, 2023 4 minutes ago, Love Zhaoying said: In my ignorance, I had assumed it may not be possible to get the UUID of the original HUD at all, being "no-mod". Honestly, that's as good an assumption as practical. (I even had to walk-back most of #2 while you were quoting it, straws not even in the field to be grasped at.) 1 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted May 30, 2023 Share Posted May 30, 2023 1 minute ago, Qie Niangao said: 8 minutes ago, Love Zhaoying said: In my ignorance, I had assumed it may not be possible to get the UUID of the original HUD at all, being "no-mod". Honestly, that's as good an assumption as practical. (I even had to walk-back most of #2 while you were quoting it, straws not even in the field to be grasped at.) Perhaps to walk-back my own assumption: to be fair, I think you can't get the UUID of "certain types of inventory items" if they are NO-COPY. Textures and animations come to mind. I may have pulled the "no-mod"="no UUID" assumption out of my um, "tail-hole". 1 1 Link to comment Share on other sites More sharing options...
Lucia Nightfire Posted June 1, 2023 Share Posted June 1, 2023 Pray https://jira.secondlife.com/browse/BUG-134139 or https://jira.secondlife.com/browse/BUG-232687 comes some year... Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted June 8, 2023 Share Posted June 8, 2023 On 5/30/2023 at 1:43 PM, Innula Zenovka said: But llGetAttachedList can't, by design, see HUDs. That's the problem with HUDs. Right right right, I keep forgetting about that, can't really see why that's a thing either. 1 Link to comment Share on other sites More sharing options...
Innula Zenovka Posted June 9, 2023 Share Posted June 9, 2023 12 hours ago, Kyrah Abattoir said: Right right right, I keep forgetting about that, can't really see why that's a thing either. It drives me nuts sometimes. I think the restriction is because of potential privacy concerns, to spare people's potential embarrassment over sex huds and things that control parts of their anatomy, but it can certainly be a huge pain in the neck. Link to comment Share on other sites More sharing options...
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