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llSetLink*()

Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
11-20-2005 15:28
llSetLinkPrimitiveParams(integer link, list params)

Why:
Reduce the number of scripts needed to make dynamic objects. Fewer scripts mean reduced load on servers, fewer assets, faster sim to sim transfers, more complex objects without the scripts killing the system. Most applications don't need fast updates anyway.

Applications:
  1. Avatars
  2. Dynamic objects with different states
    1. Viewers
    2. Venders
    3. Games
    4. Huds



Extentions:
  1. PRIM_CLIENT_ROTATE [vector axis, float spinrate, float gain] aka llTargetOmega
  2. PRIM_LOCAL_ROTATION [rotation rot] aka llSetLocalRot
  3. PRIM_TEXTURE_ANIMATION [integer mode, integer side, integer x_frames, integer y_frames, float start, float length, float rate] aka llSetTextureAnim
  4. PRIM_FLOATING_TEXT [string text, vector color, float alpha] aka llSetText




llSetLinkParticleSystem(integer link, list params)

Why:
Same as above.

Extentions:
  1. PSYS_SRC_TARGET_LINK [integer link] making working with linked objects easier.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
11-20-2005 16:27
This would be very cool, no more seperate scripts in each childprim waiting for linkmessages. Would make more efficient ways to change textures, reposition child prims, ect, ect, ect... Two thumbs up, waaay up.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
11-21-2005 03:55
*twich twich* and no more nasty *twich* link_message scripts in dozens of prims.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
11-21-2005 05:00
In the real world you can stuff points into an arbitrarily large matrix and multiply it by a composite matrix of all transforms you wish to apply on the whole scene or whichever subset of objects you want.
What I really need is an llSetObjectParams that applies a set of transforms for every prim in the link set simultaneously.
Right now my object animation system looks like crap because every object updates independently, so if you want to make a simple human walking, the legs or arms may move to the new position before the updates have been triggered in the head and torso prims.
It used to work a lot better but with this idiotic new script scheduler it's practically guaranteed to happen! Plus, the stupid builtin insurmountable "dampening" will always make repeated movements jittery. We need the ability to specify that for some objects we really want LINEAR interpolation instead of this logarithmic dampening thing.
How will we ever have decently animated objects / NPCs?
Szentasha Salome
Registered User
Join date: 10 May 2005
Posts: 20
11-21-2005 07:19
This is a wonderful idea! Past due, in my opinion. This makes so much sense in terms of reducing coding effort and script lag.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
11-21-2005 13:04
From: Strife Onizuka
llSetLinkPrimitiveParams(integer link, list params)
I like, but a couple of questions...

1. What delay do you think this should have?

2. What about llSetLinkListPrimitiveParams(list links, list params), which would delay your script llGetListLength(links) times as long, but all the updates would be queued at once?

This would obviate most of the stuff I've been working on in my "Obedient Child" script, which would be very very nice.