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linked scripts not talking =(


nycbard
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Hi, i made an on-ine statue indicator for staff boards. The staff board works correctly, displaying the staff member's profile image and their on-ine status.

My issue is that during a one of my (if..else) loops, I am not having communication. The ROOT prim/script should be sending a number (either a 1 or a 0) to a CHILD prim/script. When the message is recieved a texture is changed.

 

dataserver(key queryid, string data)
    {
        if ( data == "1" )
        {
            status = " is online";

            llSetText(name + status, <0,1,0>, 1.0);
            llMessageLinked(integer LINK_SET, integer 1, "", "");
        }
        else if (data == "0")
        {
            status = " is offline";

		llSetText(name + status, <1,0,0>, 1.0);
		llMessageLinked(integer LINK_SET, integer 0, "", "");
        }

 That is the code of the dataserver in the ROOT prim/script

default
{
    state_entry()
	{
		link_message(integer sender_number, integer number, string message, key id)
		{
			if ( sender_number == "1" ){
				fliptexture(AVAILABLE);
			}
			else if ( sender_number == "0"){
				fliptexture(UNAVAILABLE);
			}				
		}
    }
}

 This is my CHILD prim/script

I think my error is how i'm passing the info, but i can't seem to get it. All the help is greatly appreciated

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I don't like the syntax of your calls to llMessageLinked. I think you meant to say the following. The way you had it you were declaring LINK_SET to be an integer. (and 0 to be an integer). If this syntax works, it declares a new integer with the name of the LINK_SET defined constant, and new integers always start out with the value 0. (I don't have any idea what declaring 0 to be a new integer variable will do).

llMessageLinked(LINK_SET,0, "", "");
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I'm very suprised this compiles but not that it fails to work as expected.

http://wiki.secondlife.com/wiki/LlMessageLinked

You need to include an INTEGER that is the link-number(s) addressed by the message and an INTEGER, STRING and KEY that are the parts of the message.

 

llMessageLinked(integer LINK_SET, integer 1, "", "");

 Is OK for the STRING and KEY (although technically keys and strings are different so it 'should' be NULL_KEY or similar) but for your two INTEGERS you are incorrectly and invalidly including the word 'integer'.  You only need the 'LINK_SET' and '1'/'0'

llMessageLinked(LINK_SET, 1, "", "");

Now you have several problems with how that message is received:

Firstly 'if(sender_number == "1")' is comparing the INTEGER 'sender_number' with the STRING (because it's in quotes) "1"

Don't worry too much about that because you're checking the wrong thing anyway ... sender_number is the link-number for the prim that sent the message, instead of what number was sent IN the message.  You need to check

if(number == 1) ... else if(number == 0)

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Now that you have the llMessageLinked syntax figured out, get rid of it.  If all you are doing is changing a texture in the other prim, use llSetLinkTexture.  That lets you change the texture in the other prim directly and it gets rid of an unnecessary script in that prim too.

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I'm actually surprised no-one else caught that your child script has the link_message() event handler INSIDE your state_entry().  That won't work.

 

Your child script should be laid out like so:

 

default{    state_entry()    {    }    link_message(integer sender_number, integer number, string message, key id)    {	if ( number == 1 ){		fliptexture(AVAILABLE);	}	else if ( number == 0){		fliptexture(UNAVAILABLE);	}				    }}

 

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Since you know that the query will return either 0 or 1 as a string, you can do it with llSetLinkTexture very easily:

 

list textures=["uuid of offline texture","uuid of online texture"];

 and then, 

dataserver(key requested, string data)	{		if (requested == query){		llSetLinkTexture(2,llList2Key(textures,((integer)data)),ALL_SIDES);		}	}

 

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