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llSetLinkTexture

Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-01-2004 16:34
llSetLinkTexture(integer linknumber, integer face, string name, vector repeats, vector offsets, float rotation)

would work like llSetLinkColor & llSetLinkAlpha

it would allow for a single script to replace all the scripts in an XyText display board. Any ingame control panel object could be greatly simplified by this. The idle RFPS would be higher.
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McWheelie Baldwin
Registered User
Join date: 9 Apr 2004
Posts: 154
09-03-2004 13:23
I would also like to see this function implemented. It would certainly come in handy in several different situations.
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
09-04-2004 12:37
Id rather see a llSetLinkPrimitiveParams :D

(See my sig for a link)
/hijack
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
11-10-2005 12:02
Some days i yearn for this feature.
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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
Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
11-10-2005 12:18
/clap and stamp
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
11-15-2005 13:13
Seconded or thirded or whatever. I could remove all kinds of scripts from my projects if we had this feature :)
Ghordon Farina
Script Poet
Join date: 1 Nov 2005
Posts: 126
12-28-2005 22:27
OHHHH such a beautiful idea.........


Though I agree with Christopher, it should be llSetLinkPrimitiveParams() that also allows for PARAM_TEXTURE, PARAM_COLOR, PARAM_ALPHA, etc.


^.^
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FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
02-27-2006 10:42
Oh, but I really like having to put linked_message scripts in 100 prims to get this effect, and since we all know LL's script scheduler works flawlessly... it really doesn't matter... does it? ;)

Other glaring (but simple) function ommissions:

llGetInventoryDesc()
llGetInventoryPrice()

How can you remember to do NAME and PERMISSIONS but omit description and price? ARGH! /me shoots self in head

-Flip
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Sabbie DeGroot
Dutchy
Join date: 26 Jul 2004
Posts: 59
02-28-2006 13:39
Yes! Agreed!

I'd say:
Request it..
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
03-20-2006 03:48
signed
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-09-2006 06:17
Was a feature vote proposal ever created for this? I can't find one but didn't want to waste a vote on it if it was already created and I'm just not searching for it correctly ("link texture" and "linktexture" don't come up with it).
Kairen Overdrive
Registered User
Join date: 12 Jul 2005
Posts: 38
04-09-2006 07:12
Im pretty sure there was a vote proposal but people didn't vote on it and must have gotten abandoned.

Also this feature has been mentioned so many many many times, I wonder if LL is just ignoring it.
n00body Cain
Primitar
Join date: 19 Apr 2005
Posts: 20
04-19-2006 06:19
I request this feature as well. It's just bad design when you have to have an active script for each prim you wish to retexture. And in the case of my AV projects, that could easily add up to anywhere from 100-300 active listening scripts. This is totally unacceptable for me because texture customization is a must have for many AV designs. I advocate changing this system, as well as many others that involve affecting linked prims. It would be far more efficient to handle all prim texture, color, etc. addjustments from a single script in the root prim.
Tao Takashi
Metacontroversial
Join date: 15 Feb 2006
Posts: 74
04-19-2006 06:28
+100 ;-)
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
04-19-2006 13:59
From: n00body Cain
I request this feature as well. It's just bad design when you have to have an active script for each prim you wish to retexture. And in the case of my AV projects, that could easily add up to anywhere from 100-300 active listening scripts. This is totally unacceptable for me because texture customization is a must have for many AV designs. I advocate changing this system, as well as many others that involve affecting linked prims. It would be far more efficient to handle all prim texture, color, etc. addjustments from a single script in the root prim.



No, it can be done with one active listening script per attachment. The root prim listens and then sends link_messages to the child prims, who can read the message as per listen without needing to be listen active.
Viola.
Has no one thought of this before?
Oh wait, I've stolen this code from TWO people who've never meet each other.
Shyotl Kuhr
Registered User
Join date: 15 Jun 2005
Posts: 105
04-19-2006 14:19
From: Draco18s Majestic
No, it can be done with one active listening script per attachment. The root prim listens and then sends link_messages to the child prims, who can read the message as per listen without needing to be listen active.
Viola.
Has no one thought of this before?
Oh wait, I've stolen this code from TWO people who've never meet each other.

I'm pretty sure by listening he just meant having a link_message event. If not, it still doesn't matter. The point is that requiring an active script in every prim (regardless of listen), is still a pretty crappy way to have to go about doing things such as setting its texture or hover text. Its even worse with HUD attachments, as each button will need one if a menu doesn't have static functions (See:notecard driven vs simple textured non-changing button text). Right now if we aren't setting alpha or color then we are SOL and need to add scripts for pretty danged basic uses. I'd sure love to remove 26 scripts from my hud menu.. If llSetLinkText existed, I could trim it down to two scripts, or 1 if I really tried.

You tell me. 2 scripts, or 28?

Speaking of lsl functions, I wish there were also some sort of permission, for HUD attachments, to make an object owner say something. I didn't enjoy adding a special listen to all my attachments, and there are also those that one can't edit, too.. It'd make hud attachments way more useful IMO.

Another edit: Or perhaps a way to run a gesture with LSL? If anything like I've mentioned is already possible somehow, I wouldn't mind being infromed. :D
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
04-20-2006 12:06
From: Eep Quirk
Was a feature vote proposal ever created for this? I can't find one but didn't want to waste a vote on it if it was already created and I'm just not searching for it correctly ("link texture" and "linktexture" don't come up with it).


http://secondlife.com/vote/index.php?get_id=58
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
04-20-2006 14:48
From: Shyotl Kuhr
I'm pretty sure by listening he just meant having a link_message event. If not, it still doesn't matter. The point is that requiring an active script in every prim (regardless of listen), is still a pretty crappy way to have to go about doing things such as setting its texture or hover text.


You are correct that there would still be a large number of active scripts. However, an active script that isn't doing anything cause that much lag (I have not tested this, anyone rezzed a boat load of scripted objects that didn't do anything at all?). I do know however that llListen() does cause a measurable amount of lag (one listen, not so much, 100 of them: likely to cause visable amounts of lag).

So, yes, the requested feature is needed.