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allow llWearFromInventory and llAttachFromInventory

Rejeanne Cannoli
Registered User
Join date: 5 Jul 2005
Posts: 5
09-02-2005 09:36
Is there a technical reason that scripts cannot access an attached avatar's inventory?

I'd like to see functions (and their inverses) that can provide access to the owner's inventory, at least for the purposes of listing, wearing/removing and attaching/detaching items. This would help us deal with the problem of creating multiple outfits which use the same "nocopy" items.

I'm envisioning notecard-based lists of clothing and attachments which a script could cause to be worn from inventory, by naming a single "outfit". Does this make sense? Is there a better way?

I may have missed something obvious, be gentle with me :)
Byron McHenry
Registered User
Join date: 21 Sep 2004
Posts: 204
09-02-2005 22:17
i like this idea becuase currently you have to wear the same object multiple times wasting precious attachment space
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-03-2005 10:20
This would be best done with a client side script interface which while on todo list is far down the list. Running this sort of function at the sim level would balance security and proformance. If you used asset keys, it would be an uber security risk; on the other hand if you used inventory names, it would be extra stress on the sim to have to download your inventory and process it.
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Rejeanne Cannoli
Registered User
Join date: 5 Jul 2005
Posts: 5
clarification please?
09-05-2005 12:35
From: Strife Onizuka
[...] Running this sort of function at the sim level would balance security and proformance. If you used asset keys, it would be an uber security risk; on the other hand if you used inventory names, it would be extra stress on the sim to have to download your inventory and process it.


Perhaps I 'm missing something, or wasn't clear what I was asking for. I envisioned an attached object having access to the avatar's inventory for the sole purpose of wearing or taking off objects and clothing items from the avatar's inventory. Performance could be addressed with built-in delays, I suppose -- but in that case, I'd like a function to attach/wear a LIST of items, and then delay for n seconds, rather than a delay after every item.

Are you saying that if a script knew the asset key for an item, it could transmit that information to another user, and that user would have access to the item? That concern would seem easy to address by ensuring that any function which accessed an item by asset key only permitted access by the owner.
Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
09-05-2005 12:47
I don't think that scripts should have access to the inventory of the avatar. It's begging for trouble. If it were restricted to the inventory of the scripted object, I think that would be best. As an avatar and vehicle designers, I would to be able to script the attachment of an object directly from the object inventory without first having to rez the object. In particular, the addition of HUD attachments makes this almost necessary. Ideally, I would like to attach the HUD on sit and detach when unseated. Currently, unless I've completely missed some function or nuance of the attachment function, this would require rezzing the object first. This is problematic in no-build sims and leads to trouble if the user declines the attach perm.