ALife Requests
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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03-23-2004 19:50
Ok, in the interest of keeping any ALife simulations sane, how about these functions:
Please note I'm presently sick, so these functions' names might need to be changed to make sense.
llGetParcelSize - Returns number of m2 in the parcel at the given location.
llGetAvailableObjects - Returns the number of unused allocated prims at a given location. There's no need for a function to give total available objects, unless any sims have more/less than 15000 prims available.
llGetParcelEdge - Returns certain values based on whether or not you cross a parcel boundary, and whether or not you end up in another parcel owned by the same person, different person, have to cross something owned by someone else but end up in something owned by the same person, and all the other possibilities. (I suggest this one because I know of no other way of determining the boundaries of a parcel.)
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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03-24-2004 01:57
me too
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Surina Skallagrimson
Queen of Amazon Nations
Join date: 19 Jun 2003
Posts: 941
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03-24-2004 06:06
The most usefull function enhancement for me would simply be for the llScriptDanger() to be able to read across a sim boundary. Is it realy that hard? I'm currently breeding fish, (sorry if you find any rotting on your land... just delete them.), and while birds and other flying objects have the global script area above a certain height, my fish have to check where they're going for "dead water". This is currently impossible at sim boundarys where the plot imediately over the boundary has scripting turned off.. As an alternative, would it be possible to have scripts globaly turned on below water level? This would cure the problem entirely and would still achieve the goal of stopping griefers attacking you with push guns and such (unless you fall in the water, in which case you may well be eaten by one of my sharks before the griefer got you anyway..  )
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-------------------------------------------------------- Surina Skallagrimson Queen of Amazon Nation Rizal Sports Mentor
-------------------------------------------------------- Philip Linden: "we are not in the game business." Adam Savage: "I reject your reality and substitue my own."
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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03-24-2004 13:36
There are a lot of missing functions which would make sense to be implemented.
llGetParcelName(vector); // get parcel name
llGetParcelDescription(vector); // get parcel description
llGetParcelPrice(vector); // get price for sale or -1 if not for sale
llGetParcelPrimsFree(vector); // get number of prims available
llGetParcelAutoDelete(vector); // find out the autodelete on a parcel
llGetParcelStatus(vector); // return bitwise all the status flags (no build, no script, no fly, etc)
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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03-24-2004 14:07
I see the llGetParcel() functions could be like llSetPrimitve and llSetParticles, with a list of things returned from one call.
If thats possible of course, could return a list with each value for each perimeter.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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04-08-2004 20:18
I'm back to beg for this again.
Please? *puppy dog eyes*
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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04-08-2004 21:47
From before llOverMyLand() and llScriptDanger() there was a kludge that was used to validate whether a rez would succeed: rez a probe at the desired location and have it send back an ACK to the rezzor. If no ACK is received in some interval, you can assume that a rez would not succeed there. This does have the decided disadvantage of leaving dead probes around that couldn't llDie() themselves which I think was part of the motivation of llScriptDanger(). But the hack should still work for determining out of prim conditions.
Having written some self replicating scripts, I think it essential to have the script itself set some limits or one little bug can cause a "plague". Predicates I have used are a) is it within some bounding sphere? b) is it on my land? (not essential) c) are there any other instances of myself within a certain "crowding" radius? Putting in self-limiters like these from the start should be a central part of the design.
Edit: oh and llGetLandOwnerAt() should help some
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Bino Arbuckle
Registered User
Join date: 31 Dec 2002
Posts: 369
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04-09-2004 14:02
While we're on the subject, I'd just be interested in seeing something like "llGetParcelID(vector)" that returns a unique identifier for the parcel in the sim at that spot.
We know there are 4096 squares in the sim, and we can figure out who owns them, but we can't figure out whether two squares next to each other are the same parcel or not, even if they're owned by the same person.
And I'd venture to guess that somewhere in the land database design there is a unique identifier for each parcel.
Please! Would make my mappings so much more useful!
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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04-09-2004 20:59
From: someone Originally posted by Bino Arbuckle While we're on the subject, I'd just be interested in seeing something like "llGetParcelID(vector)" that returns a unique identifier for the parcel in the sim at that spot. Damn, I was JUST at work thinking this would be a great idea. YES, PLEASE! Twould make another feature I just thought of possible. Gawd, LL, PLEASE!!! I'm begging you!
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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01-14-2005 16:22
I'm going to bump this, simply because I've been wanting this for ages.
Plus I think we need to split llScriptDanger into llLandAutoReturn and llNoScript.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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01-14-2005 19:21
LL, this is a thread full of keen ideas.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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01-15-2005 05:58
Thead Necromancy (but i thought you were going the warrior route ah well)?
anyway these sound like good ideas, how about you post them in the features section on the support wiki?
(and i just love the word keen)
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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
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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01-15-2005 06:18
I had no idea that existed. I'll have to do it later when I'm more awake. I'll be able to add ALL my feature requests then.
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Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
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04-25-2005 04:49
bump bump !
LL take note please !
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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04-25-2005 07:35
I'd say resurrecting this thread from the dead a second time is still worth the effort. Good features requested.
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