Actually this has been a thought of mine ever since I got into the move-scripts for non-physical vehicles, its a great script and all, but forget to change the chat channel for example, and everyone in the sim using that chat channel can really muck up your build.
So I was thinking, a treestructure inventory like explorer or the current Avatar inventory system that can be viewed after you link a group of prims. It would be something like so:
Parent-Harke's Pimpcaddy:
|
|-->Vehicle Script
|-->Body Texture
|----->Caddy Windshield(child)
| |
| |
| |-->Winshield Texture
|----->Caddy Trunk(child)
| |
| |
| |-->Junk(haha :/)
| |-->Gun
|
|----->Caddy Right Wheel(child)
|
|-->Wheel Script
|-->Wheel Texture
Well as you can see objects in side other objects will not be part of the tree structure, (or perhaps this can be turned on as an option) but will be visible within other objects. This would make finding that invisible particle emitter alot easier in a large or complex build. Its my understanding that larget linkset limits are on the way on some magic fariy-tale day and I believe that this is an efficient if not logical way to handle objects, at least objects that belong to you. People should still be able to see the scripts in the object (not that this would matter since people can hide scripts if they want to). Perhaps even a searchable object inventory...though I still don't think folders in objects would make sense...since functions to access objects in child prims and the in turn folders within folders within folders....sounds a bit unesseccary.
All and all I just want an easier way to put a bunch of scripts in 239 prims in a linked set
. This, is what I think would be a nice way to do it. Well, what are you waiting for, start telling me I haven't searched enough and there's some obscure post from 3 years ago detailing my entire plan in absolution and it was dismissed as the ravings of a stay-at-home alcoholic 