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Second Life RC Magnum 11.09.09.240507 Crashing and Scripting


Drusilla Saunders
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Hi all, about a week ago, the sim I build in was upgraded to "Second Life RC Magnum 11.09.09.240507".  Four days ago, when I began to make simple animation scripts with use of ZFire Prim animator, I the sim began to crash while I was working.  I got sort of angry and blamed it on sl and logged off.  

Next day, I came logged on about the same time and began making scripts with the use of ZFire Prim Animator.  While working the sim began to crash again, and after relogging a few times and trying to work, I got angry and logged off till next day.

The next day, I logged on and began to script some animations with ZFire Prim Animator, and the sim began crashing,.....then I scratched my chin and thought a little about it.....was it me that was crashing the sim?????

I then TPed to a Sandbox and repeated the work and guess what???  I crashed the sandbox.  Now I understood that I was actually crashing the sims my self.

At this time I began to look for the specific action that actually triggered the crash.  I found it didnt happen during the operation of the ZFire Prim Animator and not during the saving of the scripts, but when I ran the scripts.

Now I am going to show the scripts to you that will crash sims with Second Life RC Magnum 11.09.09.240507 

 

This is the Touch Trigger Animation Script - this script alone appears to crash sim.  For instance if I change the float Open = to FALSE rather than TRUE, save the script and run it...it will crash the sim.  If I make a copy of the object after editing the script inside, delete the original, and run the script in copy, it will most likely not crash the sim.  But, the existance of these scripts in my object can crash the sim at any time....as though these scripts are compiled, somehow corrupted.  My next experiement will be to compile these scripts in LSL rather than MONO to see if this is a temporary fix.  Thank you, and you input is appricated

-----------------snip-----------------------


float Open = TRUE;

closeDoor()
{
      llMessageLinked(LINK_SET,2,"bdoorAniOn","");
 llTriggerSound("5b0c2649-9f50-2b6f-015c-0e5bcc0fb65e", 1.0);
    llMessageLinked(LINK_SET,2,"bd6","");
     llMessageLinked(LINK_SET,2,"bd5","");
    llMessageLinked(LINK_SET,2,"bd4","");      
    llMessageLinked(LINK_SET,2,"bd3","");
    llMessageLinked(LINK_SET,2,"bd2","");
    llMessageLinked(LINK_SET,2,"bd1","");
    llMessageLinked(LINK_SET,2,"bd0","");
     llMessageLinked(LINK_SET,2,"bdoorAniOff","");
    
}

openDoor()
{
     llMessageLinked(LINK_SET,2,"bdoorAniOn","");
 llTriggerSound("5b0c2649-9f50-2b6f-015c-0e5bcc0fb65e", 1.0);                
     llMessageLinked(LINK_SET,2,"bd0","");
    llMessageLinked(LINK_SET,2,"bd1","");
     llMessageLinked(LINK_SET,2,"bd2","");
    llMessageLinked(LINK_SET,2,"bd3","");
     llMessageLinked(LINK_SET,2,"bd4","");
    llMessageLinked(LINK_SET,2,"bd5","");
     llMessageLinked(LINK_SET,2,"bd6","");
     llMessageLinked(LINK_SET,2,"bdoorAniOff","");   
                    
}

default
{
    on_rez(integer r){llResetScript();}
    state_entry(){

    }

    touch_start(integer total_number)
    {

     llMessageLinked(LINK_SET,2,"bdoorAniOn","");
     llSleep(1);          
         if(Open==FALSE)
        {
 
         openDoor();
        
             Open =TRUE;             
        }      
         else if(Open==TRUE)
        {
         closeDoor();
             Open =FALSE;    
        }

        }

       
}

---------------------------------------snip----------------------------

This one of two scripts generated by Zfire Prim animator

-------------------------------snip-----------------------------

default
{//zFire Xue Prim Animator Generator 4.x.y Fastest Web Version.
on_rez(integer r){llResetScript();}
link_message(integer s, integer n, string m, key id)
{integer stat=llGetStatus(1);

if(m=="bd0"){ //zF Animation Frame #0
vector Zfire=llGetScale();
vector zFire=<-7.27813,0.00436,1.84263>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd1"){ //zF Animation Frame #1
vector Zfire=llGetScale();
vector zFire=<-7.20922,-0.00471,1.84281>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd2"){ //zF Animation Frame #2
vector Zfire=llGetScale();
vector zFire=<-7.14506,-0.03130,1.84299>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd3"){ //zF Animation Frame #3
vector Zfire=llGetScale();
vector zFire=<-7.08993,-0.07361,1.84314>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd4"){ //zF Animation Frame #4
vector Zfire=llGetScale();
vector zFire=<-7.04763,-0.12874,1.84325>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd5"){ //zF Animation Frame #5
vector Zfire=llGetScale();
vector zFire=<-7.02104,-0.19294,1.84333>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd6"){ //zF Animation Frame #6
vector Zfire=llGetScale();
vector zFire=<-7.01299,-0.23865,1.84335>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }

if(stat){llSetStatus(1,1);}}}

-----------------------snip--------------------

this is a 2nd script required for this animation

--------------snip-------------------------

default
{//zFire Xue Prim Animator Generator 4.x.y Attachment section.
on_rez(integer r){llResetScript();}
link_message(integer s, integer n, string m, key id)
{integer stat=llGetStatus(1);

if(m=="bd0"){ //zF Animation Frame #0
llSetLocalRot(<-0.00179,0.0,0.70712,0.70709>);}
if(m=="bd1"){ //zF Animation Frame #1
llSetLocalRot(<-0.00152,-0.00002,0.60878,0.79334>);}
if(m=="bd2"){ //zF Animation Frame #2
llSetLocalRot(<-0.00133,-0.00006,0.50004,0.86600>);}
if(m=="bd3"){ //zF Animation Frame #3
llSetLocalRot(<-0.00102,-0.00008,0.38274,0.92386>);}
if(m=="bd4"){ //zF Animation Frame #4
llSetLocalRot(<-0.00070,-0.00011,0.25890,0.96590>);}
if(m=="bd5"){ //zF Animation Frame #5
llSetLocalRot(<-0.00039,-0.00013,0.13062,0.99143>);}
if(m=="bd6"){ //zF Animation Frame #6
llSetLocalRot(<-0.00019,-0.00013,0.04370,0.99904>);}
if(stat){llSetStatus(1,1);}}}

-----------------snip-------------------

 

 

Thank you, Dru

 

 

 

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Hi all, about a week ago, the sim I build in was upgraded to "Second Life RC Magnum 11.09.09.240507".  Four days ago, when I began to make simple animation scripts with use of ZFire Prim animator, I the sim began to crash while I was working.  I got sort of angry and blamed it on sl and logged off.  

Next day, I came logged on about the same time and began making scripts with the use of ZFire Prim Animator.  While working the sim began to crash again, and after relogging a few times and trying to work, I got angry and logged off till next day.

The next day, I logged on and began to script some animations with ZFire Prim Animator, and the sim began crashing,.....then I scratched my chin and thought a little about it.....was it me that was crashing the sim?????

I then TPed to a Sandbox and repeated the work and guess what???  I crashed the sandbox.  Now I understood that I was actually crashing the sims my self.

At this time I began to look for the specific action that actually triggered the crash.  I found it didnt happen during the operation of the ZFire Prim Animator and not during the saving of the scripts, but when I ran the scripts.

Now I am going to show the scripts to you that will crash sims with Second Life RC Magnum 11.09.09.240507 

 

This is the Touch Trigger Animation Script - this script alone appears to crash sim.  For instance if I change the float Open = to FALSE rather than TRUE, save the script and run it...it will crash the sim.  If I make a copy of the object after editing the script inside, delete the original, and run the script in copy, it will most likely not crash the sim.  But, the existance of these scripts in my object can crash the sim at any time....as though these scripts are compiled, somehow corrupted.  My next experiement will be to compile these scripts in LSL rather than MONO to see if this is a temporary fix.  Thank you, and you input is appricated

-----------------snip-----------------------


float Open = TRUE;

closeDoor()
{
      llMessageLinked(LINK_SET,2,"bdoorAniOn","");
 llTriggerSound("5b0c2649-9f50-2b6f-015c-0e5bcc0fb65e", 1.0);
    llMessageLinked(LINK_SET,2,"bd6","");
     llMessageLinked(LINK_SET,2,"bd5","");
    llMessageLinked(LINK_SET,2,"bd4","");      
    llMessageLinked(LINK_SET,2,"bd3","");
    llMessageLinked(LINK_SET,2,"bd2","");
    llMessageLinked(LINK_SET,2,"bd1","");
    llMessageLinked(LINK_SET,2,"bd0","");
     llMessageLinked(LINK_SET,2,"bdoorAniOff","");
    
}

openDoor()
{
     llMessageLinked(LINK_SET,2,"bdoorAniOn","");
 llTriggerSound("5b0c2649-9f50-2b6f-015c-0e5bcc0fb65e", 1.0);                
     llMessageLinked(LINK_SET,2,"bd0","");
    llMessageLinked(LINK_SET,2,"bd1","");
     llMessageLinked(LINK_SET,2,"bd2","");
    llMessageLinked(LINK_SET,2,"bd3","");
     llMessageLinked(LINK_SET,2,"bd4","");
    llMessageLinked(LINK_SET,2,"bd5","");
     llMessageLinked(LINK_SET,2,"bd6","");
     llMessageLinked(LINK_SET,2,"bdoorAniOff","");   
                    
}

default
{
    on_rez(integer r){llResetScript();}
    state_entry(){

    }

    touch_start(integer total_number)
    {

     llMessageLinked(LINK_SET,2,"bdoorAniOn","");
     llSleep(1);          
         if(Open==FALSE)
        {
 
         openDoor();
        
             Open =TRUE;             
        }      
         else if(Open==TRUE)
        {
         closeDoor();
             Open =FALSE;    
        }

        }

       
}

---------------------------------------snip----------------------------

This one of two scripts generated by Zfire Prim animator

-------------------------------snip-----------------------------

default
{//zFire Xue Prim Animator Generator 4.x.y Fastest Web Version.
on_rez(integer r){llResetScript();}
link_message(integer s, integer n, string m, key id)
{integer stat=llGetStatus(1);

if(m=="bd0"){ //zF Animation Frame #0
vector Zfire=llGetScale();
vector zFire=<-7.27813,0.00436,1.84263>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd1"){ //zF Animation Frame #1
vector Zfire=llGetScale();
vector zFire=<-7.20922,-0.00471,1.84281>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd2"){ //zF Animation Frame #2
vector Zfire=llGetScale();
vector zFire=<-7.14506,-0.03130,1.84299>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd3"){ //zF Animation Frame #3
vector Zfire=llGetScale();
vector zFire=<-7.08993,-0.07361,1.84314>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd4"){ //zF Animation Frame #4
vector Zfire=llGetScale();
vector zFire=<-7.04763,-0.12874,1.84325>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd5"){ //zF Animation Frame #5
vector Zfire=llGetScale();
vector zFire=<-7.02104,-0.19294,1.84333>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }


if(m=="bd6"){ //zF Animation Frame #6
vector Zfire=llGetScale();
vector zFire=<-7.01299,-0.23865,1.84335>;
vector zfIre=<1.08518,1.05629,1.97434>;
vector zfiRe=< zFire.x/zfIre.x,zFire.y/zfIre.y,zFire.z/zfIre.z>;
vector zfirE=< Zfire.x*zfiRe.x,Zfire.y*zfiRe.y,Zfire.z*zfiRe.z>;
llSetPrimitiveParams([6, zfirE]); }

if(stat){llSetStatus(1,1);}}}

-----------------------snip--------------------

this is a 2nd script required for this animation

--------------snip-------------------------

default
{//zFire Xue Prim Animator Generator 4.x.y Attachment section.
on_rez(integer r){llResetScript();}
link_message(integer s, integer n, string m, key id)
{integer stat=llGetStatus(1);

if(m=="bd0"){ //zF Animation Frame #0
llSetLocalRot(<-0.00179,0.0,0.70712,0.70709>);}
if(m=="bd1"){ //zF Animation Frame #1
llSetLocalRot(<-0.00152,-0.00002,0.60878,0.79334>);}
if(m=="bd2"){ //zF Animation Frame #2
llSetLocalRot(<-0.00133,-0.00006,0.50004,0.86600>);}
if(m=="bd3"){ //zF Animation Frame #3
llSetLocalRot(<-0.00102,-0.00008,0.38274,0.92386>);}
if(m=="bd4"){ //zF Animation Frame #4
llSetLocalRot(<-0.00070,-0.00011,0.25890,0.96590>);}
if(m=="bd5"){ //zF Animation Frame #5
llSetLocalRot(<-0.00039,-0.00013,0.13062,0.99143>);}
if(m=="bd6"){ //zF Animation Frame #6
llSetLocalRot(<-0.00019,-0.00013,0.04370,0.99904>);}
if(stat){llSetStatus(1,1);}}}

-----------------snip-------------------

 

 

Thank you, Dru

 

 

 

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