Rhonda Huntress Posted August 23, 2016 Share Posted August 23, 2016 I need to kick around a few ideas in early design.Basically the idea is to have a prim named Bartender. It sits in an area and listens to people. You can say "Hey Bartender, ask me a question" and it askes a random conversation starter type question. If there are 3 or more people around and no one has said anything for a while, it will pick someone nearby and ask them a question.Simple enough.But that is a lot of listening on /1 so I am worried about lag. It would be easy enough to do this with on_touch menu but obviously I want the Bartender to be part of the conversation. I thought about developing this into a bot for sale/lease but for now it is just a home project.Anyway, would sitting around listening on open say channel be that much of a problem? Link to comment Share on other sites More sharing options...
Freya Mokusei Posted August 23, 2016 Share Posted August 23, 2016 Nah, go nuts. I run a few channel 0 listeners for recoding/reinterpretting chat and running analytics on the same. I even have one attached to my avatar - against all advice. I imagine Rolig would do backflips just thinking about it. For just one toy you're fine. The risk is when you have a lot going on, or lots of automated messages going on at the same time. Opening and closing the listens (if you don't need them all the time) will also help. I don't notice any chat lag, and I'm obsessive enough that I'm always watching sim performance. To be (almost) sure: Run a channel 1 listener for a while with an llOwnerSay loopback, telling you everything it hears. If you get less than 1 trigger per minute, you'll be adding negligable lag to the simulator. The first test listens perform is against channel - nothing else on your channel =/= no inherent lag. Mostly the advice to avoid channel 0-9 is for noobs and people who don't really have valid use-cases for utilising such low channel IDs. If there's a functional purpose then it's acceptable. Oh, and remember that Channel 1 is spammed a lot by OnDuty. Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 23, 2016 Share Posted August 23, 2016 Probably, yes. If you have a script listening on PUBLIC_CHANNEL, the servers have to listen to everything that is said by everybody within range and then go through a cascade of filtering decisions. See Kelly Linden's note at http://wiki.secondlife.com/wiki/LlListen#Notes . Especially on a crowded region, your bartender could be adding significant chat lag. Link to comment Share on other sites More sharing options...
Qie Niangao Posted August 23, 2016 Share Posted August 23, 2016 How 'bout if you start / stop the bartender's listen when anyone sits / everyone stands from the barstools? (or collides with the spilled beer on the floor, or some such trigger -- best if linked to the bartender-scripted prim.) Not sure it would matter that much for lag, but it's an excuse to use llListenControl. Link to comment Share on other sites More sharing options...
Rhonda Huntress Posted August 23, 2016 Author Share Posted August 23, 2016 Well, DUH! I could have llDialog reply on channel 0. Touch the prim, menu pops up with choices to say, start listening. (and I don't have to listen for caps vs no caps since it will be exactly what the button press says) Do the thing. I like the other trigger events too, Qie. It gives more places to add some personification to the bartender object. [ETA] >> I could have llDialog reply on channel 0. I think. I'll have to wait a couple of hours and try it out over lunch time [ETA more] Meh, I don't like llDialog either. Saying button names is too short Link to comment Share on other sites More sharing options...
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