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Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
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03-07-2005 09:49
I want a push() event that gives out what impulse is applied to the object in which the script runs whenever a "llPushObject()" targets it or something collides in it and pushes it (in the case of physical objects).
This would make it easier to create antigriefing utilities and combat systems.
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Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
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Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
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03-07-2005 10:16
sweet that would be great. best we can do is a fast timer checking out position now right?
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Zuzi Martinez: if Jeska was Canadian would she be from Jeskatchewan? that question keeps me up at nite. Jeska Linden: That is by far the weirdest question I've ever seen.
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Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
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03-08-2005 04:48
I expected a little more suport for this feature, thanks Zuzi 
_____________________
Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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03-08-2005 07:44
Events, while desirous to us scripters, are hard on the system. There is no limit to how many scripts can be reactive to any particular event, so when that event happens there is potential for a large hit to the system. Also, if there is no limit to how often the event can be triggered then there is another way the system can be lagged. Look at all the events we have now. Most of them are either unique to the object and/or limited in how often they trigger. The big two baddies are listens and timers, and we know how they can be either abused or badly coded to lag a sim, especially in large numbers. Another issue with events is, the more you have, the more likely it is that chain reactions can be started. The more complex the system, the longer it can take to reach a steady-state. That said, an impulse detecting event would not be that hard on the system, I would think. Not by itself. But if I were in charge of LSL development, I would think long and hard before adding a new event catcher to the language, even if it does seem benign. (Of course, if I were in charge of LSL development, I'd throw the lot out and start from scratch with a better core design... One that's even now fermenting in my brain.  )
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~ Tiger Crossing ~ (Nonsanity)
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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03-08-2005 11:12
Agreed Tiger. One thing I wanted to bring up, though, is the system does already actively track applied force/impulse from others and their scripts in the form of the Abuse Report system.
That said, push() event handling is thinking way too small IMO. How about on_impulse() to handle any applied movement, directly, with push, or with another script?
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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03-08-2005 11:45
...Or by force imparted from a collision? The more often the event gets thrown, the more potential for lag it gains.
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~ Tiger Crossing ~ (Nonsanity)
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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03-08-2005 12:16
Potentially, Tiger. I mean, it throws a collision event already, so that functionality could be added as a runner to collision in theory, yes? 
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