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Quartz Mole

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Everything posted by Quartz Mole

  1. I'm locking the thread since the topic seems to have been comprehensively explored. Thanks to @NiranV Deanand others for the helpful and reassuring explanations.
  2. In this example, it alters what they do in that, in addition to their normal functionality -- moving you forwards and backwards -- it causes them to trigger a control event in the script, which will run some code telling the script to do something when these keys are pressed, released or held.. In this particular case, since you've taken the example from an AO, it will tell the script to play a particular animation, or stop playing it, or to play a different one. llTakeControls works like this: Function: llTakeControls( integer controls, integer accept, integer pass_on ); In your example, CONTROL_BACK|CONTROL_FWD tells the script to notice when you press the backwards and forwards arrows ( and W and S, if you've told your viewer to use WASD as movement keys). The first TRUE, integer accept, tells it that touching/holding/releasing those any of those keys triggers a control event, which will contain code telling the script what to do when particular keys or combinations of keys are pressed, released or held (in the case of your ZHAO AO, play/stop playing the appropriate animation, depending on what keys are pressed and released) and the second TRUE, integer pass_on, tells the script to let the viewer respond normally to the key event (make your avatar move forwards or backwards, or stop moving). If you set pass_on to FALSE, that would mean the viewer ceased to respond to the forwards/backwards arrows, and you wouldn't move, though the pressing the keys would cause the control event to run whatever code was associated with pressing/releasing those keys. https://wiki.secondlife.com/wiki/LlTakeControls I've always called llTakeControls in all the scripts I write for anything an avatar is going to wear, as a matter of course, unless there's a particular reason not to, precisely because I don't want people complaining that the script works only at their own home.
  3. There's no way I know of to make an attachment visible to some people but not to others. I find it really surprising that whoever scripted the attachment didn't think to call llTakeControls in both the attachment and the control HUD -- it's an obvious precaution to take, and this can't be the first time someone's discovered they can't get the thing to work because scripts are turned off on a particular parcel.
  4. I locked the thread because it was devolving into a brawl about some personal dispute between particular residents that seems to date from an incident some time ago. The advice I currently have is that LL permit posts about SL related fund-raisers. If that advice changes, we'll remove the thread. But in the meantime, I would be grateful if people would stop reporting it.
  5. The way it was explained to me, by Spike Linden years ago (remember him?), rebooting your router forces a completely new route between your PC, your ISP, and LL's servers, thus (probably) bypassing any obstructions on the route your connection is currently using. Glad the problem is solved, whatever the solution may have been.
  6. Try rebooting your router. That fixes a lot of connection issues.
  7. I've tried logging in just now, using the Official Viewer Second Life Release 6.6.4.574750 (64bit), on both my Mole account and on my Resident alt account, on Bellisseria. On neither time did I encounter any difficulties.
  8. Land impact for vehicles with avatars sitting in them is counted not against the available LI for the parcel they're on but the available LI for the whole region, like LI for temp-rezzed items. So long as there's some spare LI available on the region, vehicles should be able to move around it and pass through it. That's why the LI budget for regions on Bellisseria always includes an element of "spare LI" that can't be used for roads, trees and other decoration, so that even if everyone rezzes the highest LI house and then maxes out their parcel LI allowance, there's always going to be something left over so that the region isn't completely blocked to vehicles. If several high LI vehicles tried to pass through a region where all the parcels were maxed out, they'd probably have to do it one at a time, but that's not going to happen very often.
  9. I'm afraid that threads on the death of Queen Elizabeth are not allowed, since they're not on topic for these forums. However, it's not clear whether this thread is about an SL location set up in her memory -- if it is, can the OP please message me and I'll see what we can work out.
  10. That's only an issue if whoever scripted the HUD forgot to request PERMISSION_TAKE_CONTROLS in the attach event, though, or, if they did, they then failed to call llTakeControls in the run_time_permissions event, isn't it? You don't have to do anything with the controls once you've taken them (there doesn't even need to be a control event) for the script to keep working -- the simple fact it has taken controls is enough to protect it from no script parcels. I'd have hoped anyone who was scripting a control HUD for a vehicle would know to do that.
  11. So you'd need one of our security orbs to eject the sitters, too, thus ensuring any banging doesn't last very long.
  12. Yes, if people's vehicles are properly scripted, then having "run scripts" set to group only shouldn't affect the vehicles. However, setting "run scripts" to group only shouldn't affect the sex hud, either (at least assuming the scripter was half-way competent and its owner attached it before entering your parcel), while setting object creation and object entry to group only would prevent it rezzing any pose balls. If, however, you have scripts set to "group only" and one of your friends who isn't a member of your land group tries to attach a HUD or other scripted object while they're visiting you, they'll find it doesn't work for them until they leave the parcel.
  13. Please let's drop the discussion about how someone got banned from a particular club. That's between him and the owner, and since none of the rest of us were there, there's no point in trying to litigate it here. Any further debate about it would be badly off-topic, to my mind.
  14. Just to add to what Abnor said, according to the Wiki, https://wiki.secondlife.com/wiki/LlTakeControls So, assuming the scripter knows what they're doing, the "run scripts" setting shouldn't affect vehicles entering the parcel (or your guests' AOs) and they'll continue to function regardless.. That's why -- and I must stress this is only my personal view and not an official recommendation from LDPW or LL -- setting scripts to group only is a bit of a waste of time, since it won't stop a griefer with even a basic knowledge of scripting and simply inconveniences everyone else.
  15. Sorry, folks, but since the thread went off topic, despite Dakota's warning, we've had to lock it.
  16. I think that this thread has now run its course, since any further attempts to keep it on topic seem likely to prove as fruitless as the last one.
  17. We don't normally lock threads because the OP requests it but this one seems to have run its course, at least for the time being. If, however, anyone wants to restart the discussion in a new thread, please go ahead.
  18. The info kiosk might also offer to open the knowledge base article on Experiences in Second Life, which helps to explain and demystify experiences, together with an explanation of what to do if you encounter an abusive experience. You could also play this video in the arrivals area (assuming your visitors aren't scared of shared media, too).
  19. The problem with this is that most solutions to intractable scripting problems seem to come to me in the shower, presumably because I've slept on them overnight.
  20. If you're a premium member, you might consider the Linden Homes Camper/Trailers on Bellisseria https://wiki.secondlife.com/wiki/Linden_Lab_Official:New_Linden_Homes_2019#Campers
  21. Abnor has several times said, here and elsewhere, that a lot of the ideas people propose for Bellisseria look easy to implement until you look in detail at what we'd need to do to make them happen. This, I fear, is one of them. Bellisseria's scripting involves a very complex network of inter-object and inter-region communications, and communications between the regions and the land store, much of which depends on various assumptions about which parcel and object uuids are subject to change, and when. One of the basic assumptions with which we work is that, once regions are finally passed as ready for release, they won't ever need to move again, because this would cause all parcel and object UUIDs to change, with consequences that would need a great deal of time and effort to check and, if necessary, rectify.
  22. Please, folks, if you feel a poster is attacking you in this thread (or anywhere in the forums), if you must respond to it, do it in personal messages and not the public forum. If you think that a post breaks any of the guidelines, just report it and let the moderators deal with it. Please don't reply to it -- that just keeps the dispute going and makes more work for moderation as we try to clear after the fight.
  23. Not yet, no. I'm waiting to hear back from them. When I have more information, I will certainly let you know.
  24. I temporarily locked the thread, while I tried to clean up the last few hours' posts as best I can, trying to remove personal disputes, debates about the correct interpretation of forum rules, and general discussions of the nature of mental illness and the adequacy or otherwise of public health provision for it. Rather against my better judgment, I'm unlocking the thread, since it's clearly a topic people want to talk about, but it it goes off the rails again, it will be locked permanently.
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