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Wandering Soulstar

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Everything posted by Wandering Soulstar

  1. Thanks for the ideas, but do not quite think either solution is possible based on my current design structure, and changing that structure means almost starting over :-). What I mean is that I have a central script in the HUD, this is the only script in the HUD that listens to the 'outside world' and the only one that communicates with it. Within each building prim there is a control script as well, but it only talks to the HUD (one channel) and listens to the HUD (another channel). The HUD does not keep track of the prim controllers that are out there, particularly because the user could be building in different locations and the HUD needs to work against the scripts in all locations independently. When the HUD goes to deliver the scripts, it sends out a call and then, as the prims respond, it sends them the script. Thinking of it, I could use the multiple distribution script scenario, with the HUD simply looping through a collection of deliverers, but the idea of having 100 scripts in the HUD is a bit unnerving. And as you can see the idea of having the target prim replicate the scripts on to the 'next' prim would not work, apart from a change in design; how would the code determine which is the next prim? There could easily be more than 100 prims in range all with exactly the same scripts in them. <Edit> Just thinking of the multiple deliverers ... I could have them loaded into the HUD, but not running and only start them as needed to deliver and then shut them down afterwards .. at least would keep general memory from being over burdened
  2. Could do .. but having reviewed the code found that it is much simpler to just use llGetKey ... not too many places actually where it is used so the efficency savings were probably fairly minimal.
  3. Yes agreed .. but the 'problem' is that I have no idea how many prims there could be out there that will need the update ... and having 10's or 100 giver scripts running in the HUD seems to be a bit extreme.
  4. <sigh> was afraid of that .... May have to go back to the drawing board on my design. For whoever might wonder where all my questions are from, I am building a HUD to be used by builders, where the core design is that prims being built can contain multiple scripts that execute certain function (Texture Settings, sizing, alignment, etc). The HUD has the repository of these scripts and they can be delivered to the Prims being worked on. One of the functions I want is to be able to update versions of the scripts in the repository, or add new ones, and have these delivered to the active prims, hence my question on the delay ... in a decent size build this could result in a major delay as the script(s) are delivered to 10's or 100's of prims.
  5. Hi Miranda ... Reason is because the script could be in a not running state and so no on_rez event would be called. In any case this is tied with a few of my other posts today and so summing them all up I believe I have a clear way forward. Thanks for your response! Wanda
  6. Thanks LepreKhaun ... seems then like my base problem is solved. Since I'lll be sending the script to the new prim with llRemoteLoadScriptPin .. setting the running flag to TRUE, the script will 'restart' in the default state, executing state_entry, where I can grab Owner.
  7. Nova .. I was using Script start to refer to the state_entry event of the default state, which is the very first event that is executed when a script starts for the first time or is reset.
  8. Hi All, Another of my questions today :-) ... seriously thanks to all for your help so far! In the Wiki it states for the llRemoteLoadScriptPin function that: This function causes the script to sleep for 3.0 seconds.Is this delay effected, as I assume, in the script that is calling the function? Or is it the script being loaded that is delayed? Thanks! Wanda
  9. Thanks for the reply Nova ... In followup to this, and based on the actual situation of what I am trying to do. What I'll actually be doing is loading the script mentioned into another prim, using llRemoteLoadScriptPin, and having delt a bit deeper into what the wiki says about this function it indicates: 'When the script is set to run (with running, the running checkbox or llSetScriptState) state_entry will be queued.' Does this mean what I think, i.e. that the script will go through it's normal startup in the Default state? Even if when it was stopped it was in another state?
  10. Thanks for the confirmation Dora ... so much for being efficent and grabbing it only once at script start.
  11. Hi All, Another question, one I could test inworld but do not expect to be back in world for a while and will have some down time o script offline later on so .... and I am pretty sure of the answer but just wanted to double check. I need to use the key of a prim in my code for a few reasons, so in my script I grab this. Am I correct in assuming that should I take a copy of the prim into my inventory and then rez it, that the copied prim will have a new key? Thanks! Wanda
  12. Hi All, Question regarding a script detecting owner change. Now I understand clearly from the Wiki that I can use the changed event with the CHANGED_OWNER flag to check this, but I have a specific scenario in mind: I own the script and the prim it is in.I Set the script to not runningI then give the prim and script to anotherThey then start the script running ?? Will the changed event then fire ?? Thanks in advance! Wanda
  13. Ahh .. thanks for that clarification Qie .. I had always worked under the assumption that it was another full SIM ... but then the only time I have every gotte that far I went from 3/4 Sim to 1 3/4 Sim and so it appeared to me then that it worked that way.
  14. Thanks Rolig ... have already written the copy routines, more complicated for a number of reasons, will just have to move my copy controller to the root prim <sigh>.
  15. Hi Friscolives, Just so you are clear. The next tier level after a full sim(region) of 64k .. is another full region (64k) and $195 p/mo. The way tier works, as I think you understand is that once you pass th ebarrier of the previous level, 64k in this case, you go to the next level, even if you have passed by only one sqm. So you own 64,000 sqm .. you pay $195, own 64,001 and you pay another $195. (This of course is not taking into account the group discounts or your base 512 discount). Wanda
  16. No problem .. and what I meant about having more makes it easier .. just look at the mainland tier pricing schedule: 1/4 of a region is $75/mo or $0.02 per prim 1/2 of a region is $125/mo or $0.017 per prim ($25 less than 2 x 1/4) 1 region is $195/mo OR $0.013 per prim ($105 less tahn 4 X 1/4) See what I mean?
  17. Hi Valkyre, I have played in and out of the rental market now for a number of years and there are a few things that I can pass on to you: -The market today is much slower than in the past, so could be difficult -To have those low prices and make your tier you need to own at least (by my calculations) at least 1/2 if not a full sim (mainland). -Odds are you'll never be fully rented out, so unless you are going to make a huge investment and own tonnes of sims .. do not count on making a profit -It is loads of fun
  18. Hi All! I have a question, that I am afraid I know the answer to, but I thought I'd ask just in case. I have a linkset of Prims, and I would like to allow users to drop certai items onto it. I understand all about llAllowInventoryDrop and the like, but my 'problem' is that I would like this drop to occur on a prim that is not Root ... but anything that gets dropped, goes to the root, not the child prim that I want it to go to. Is there anyway to 'fix' this, other than coding something up that moves the item from the root to the child prim? Thanks in advance! Wanda Soulstar
  19. Hi McCartney, If you are still looking I might be able to help out, but would need to understand clearly what you are looking for to see if it falls in my skillset. Drop me an IM in world and we can meet up to talk. Wanda.
  20. Hi Gayngel, As far as I know you cannot from script force that the notecard opens up on acceptance, that is a setting in each individual's preferences.
  21. hmmm .. when you say collisions could occur ... I am trying to keep the data transfer among prims to a minimum and was hoping that a prim with this in it would have a unique channel. I could easily have 100's of prims with this code running in them. This is for a building tool and so I want to be sure that a prim other than the one that calls the HUD does not hear a response. so ... any suggestions for how to get a unique channel id?
  22. Hi All, I have the followng snippet of code that I saw one day that gets me a unique chat channel: CHAN = 0x80000000 | (integer)("0x"+(string)llGetOwner()); Now I have no idea what the math is behind this, but since it is seeded by the Owner's Key, am I correct in assuming that if I were to substitute llGetKey() for llGetOwner(), I'd get a channel unquie to the prim the script is running in, always? Thanks in advance!
  23. I do undersdtand about the time it takes to retrieve the inventory, but what makes it strange to me is that, as the code shows, I am first requesting the list of names from the inventory, and then trying to access the script. So it seems that the object gets it's metadata, i.e. list of what it contains, prior to it actually having said object.
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