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Scripted attachments 'break' when tport fails: Scripts no longer function?

Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
09-24-2004 14:24
So I was in north Ahern in one of my scripted avatars (has several attachments). Teleported to Argent, and it failed (stuck at 'Requesting Teleport', which frequently happens if one is wearing attachments when trying to teleport), and then at the end of the teleport, was frozen. As usual, I reset to fix the problem....

Well, when I reset, I realized that none of the scripts on my attachments were working any more. The scripts are still on the object, still waiting for input, but even when I'm in a script-OK zone, they simply do not follow their commands any more. It's like the *scripts* have ghosted. They show up, but they don't function.

One single attachment did keep working, but all the scripts on the other attachments mysteriously stopped accepting input. The color change scripts that accepted voice commands... stopped responding to commands. My wings, which emitted particles in flight and turned off automatically when landed... was stuck in flight mode and would not toggle on landing.

I examined all the parts for ownership, locking, permissions, any other bugs, and found nothing.

I removed a "broken" script from one of the parts and replaced it with a fresh script. it still didn't work.

I relogged multiple times with and without the attachments on. Still, they never started working again.

It's like the prims on the objects have been 'magically' set to NOT allow scripts to work on them suddenly, because of a failed teleport?

I bug reported this, but as a bug report does not really give enough space to explain the whole thing, I posted here as well. Heh.

Anyone else had this happen? Items that scripts just suddenly refuse to work on because you failed a teleport?

Edit: All the time this happened I /was/ trying it in Script-OK zones. It first showed up in the Argent sandbox and after that I did try to do all the fixes in Morris in the script-OK, build-OK area.

-Psyra-
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E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca :)

Visit me in-world at the Avaria sims, in Grendel's Children! ^^
Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
09-24-2004 14:34
Well known bug. Good that you bug reported it though. What I have found is that the scripts go to a non-running mode. If you own the object you can go into the object and check the Running box again. Otherwise you can try rezzing it and then selecting 'Recompile...' from the Tools menu.
Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
09-24-2004 15:36
From: someone
Originally posted by Al Bravo
Well known bug. Good that you bug reported it though. What I have found is that the scripts go to a non-running mode. If you own the object you can go into the object and check the Running box again. Otherwise you can try rezzing it and then selecting 'Recompile...' from the Tools menu.


The former worked, though it erqierd about an hour to set the tags on all the scripts. Maybe the whole project was overzealous? :D
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E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca :)

Visit me in-world at the Avaria sims, in Grendel's Children! ^^
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
09-24-2004 15:45
Ok, what you need to do is send a bug report to LL with a link to this post. It's this sort of detailed investigation of a bug, detailing all the different things you've tried that really help them hunt down bugs. I listed details similar to this about a bug that had been around since at LEAST a year ago just a month or two ago and it got fixed in the very next patch.
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