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Four questions about bling

Kelli May
karmakanic
Join date: 7 Oct 2006
Posts: 1,135
03-02-2008 03:44
For anyone who was wondering, the following features are all persistent to a prim... i.e. removing/stopping the script DOESN'T remove the effect and the scrubber script or similar is necessary.

Floating text
Sit text (the label that appears instead of 'Sit Here' in the pie menu)
Texture animations
Bling and other particles
Sit position
Client side rotation
Looped sounds

All of these can be sources of confusion to newbie scripters. There may be others I'm not aware of waiting to trip me up :)
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Angel Coral
Otherworldly
Join date: 12 Dec 2003
Posts: 224
Sweeeet!
03-02-2008 06:05
From: Beezle Warburton
Copy/paste everything between the [ php ] and [ /php ] into a new script.


Thanks, Beezle! I often get Alexin's help in editing the script to remove the bling, but this is much easier and I don't need to bother him.

From: Yosef Okelly
Some bling I don't mind, but it has to be small and it has to be infrequent. A single sparkle once a minute or so. Unfortuantly instead of a mild accent you mostly see every prim vomiting a constant stream of alluminum christmas trees.


Ditto! I never purchase no mod items if they have bling. With very very few exceptions, I can't stand bling.

From: Qie Niangao
The script Beezle posted, when the object is touched, should pop up a dialog where you specify which thing you want to remove, or "all".


And the goodness keeps coming! Thank you, Qie! :)

From: Ann Launay
It would be better if it defaulted to an 'off' state and required a command to turn it on. :rolleyes:


I agree wholeheartedly! If creators followed this recommendation, Ann, I might actually consider purchasing a no mod bling item.

angel
Weston Graves
Werebeagle
Join date: 24 Mar 2007
Posts: 2,059
03-02-2008 08:14
From: Beezle Warburton
If you missed most of the thread: removing scripts does *not* stop particle effects unless you turn them off first, then remove the script.

If the script doesn't give you the option to turn them off, then the only way "kill" the bling is to remove the script, then run a "prim scrubber."


I found one other way based on the excellent responses here. Though I'm sure the scrubber works more efficiently, I was too impatient to learn it yesterday. I found a bling script in a pendant, opened it, had no clue what I was looking at, but found something about transparency. I set it all the way to full transparent with a little experimentation, then removed the script. No more bling.

That was probably the hard way. I'll keep the scrubber for the next time I have bling I can't turn off.
Debbie Trilling
Our Lady of Peenemünde
Join date: 17 Oct 2006
Posts: 434
03-02-2008 08:39
From: Weston Graves
had no clue what I was looking at, but found something about transparency. I set it all the way to full transparent with a little experimentation, then removed the script. No more bling.


The bling is still being created and the client is still being required to make updates, but it is just not visible.

This is a pretty inefficient way of doing things, tbh. You still swallow the bandwidth that the particles create but get none of the benefit of the visual effect.

Not recommended as a "solution" :)
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
03-02-2008 10:09
From: Maya Remblai
Actually it's not superstition if the script has a listen event. If you don't reset the script somehow, it will only ever listen to the creator of the script (assuming it's filtered that way). My scripts with listens listen to the owner only, on a specific channel, and reset on_rez so it's always listening to the right person. When I first started scripting I had a hard time figuring out why I could change my friend's eye color and she couldn't ;) There are different ways to reset the listen, but having it happen on_rez is probably the shortest and easiest to remember.
Uh, well. This isn't Scripting Tips, but if the script might need to listen to a different agent (like a different owner) when it's rezzed, the llListen belongs somewhere other than state_entry (such as on_rez itself). For really simple scripts, yeah, it's fine to just llResetScript and start afresh each time, but a lot of beginning scripters do this as a kind of magical incantation--which makes them extra confused when they try to do anything more complex--e.g., preserving state between attachment events. (This confusion has even given rise to a totally specious rumor of a bug in llGetOwner!)

Really, though, there are only a very few scripts that should listen for agent input not generated by llDialog, anyway. Some, of course, but really very few.
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
03-02-2008 11:10
/me points to post #33, which has a script that removes bling and hovertext without requiring any interaction/listens. Just remove the original blingy/hovertext script (if the prim creator left it in), drop in the script in the prim, and forget it. It deletes itself.
.
Mjolnir Uriza
Hammer of the Gods
Join date: 14 Sep 2007
Posts: 504
03-02-2008 12:08
From: Yosef Okelly
THANK YOU!!!!
Just say no to llListen!! Bling is also the scourge of sims due to the nuber of active scripts running on your typical piece of crap "gangsta" accessories.



most HUD's use lllisten as well so they don't help the bling lag /listen problem
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
03-02-2008 13:31
I actually have a suite of 'Scrub' scripts:
"Scrub Particles",
"Scrub Hover Text",
"Scrub Physics",
"Scrub Sound",
"Scrub Texture Anim",
"Scrub TargetOmega" ... etc.

each of which are simply something very like:
CODE

default { state_entry() {llParticleSystem( [ ] );
llRemoveInventory( llGetScriptName() ); }}
CODE


So when I need to clear any one, I just type: "Scrub" in my inventory search and drag/drop the desired script into the offending prim. No menu to deal with. =)

Sadly, I'm a hovertext monster, and until we get the ability to render HTML or a Notecard on the side of a prim am likely to polute the air with it. So I've also got a set of "SetText()" do-and-die scripts that will grab an object's description and turn it into hover text in different colors.

Be creative with llRemoveInventory( llGetScriptName() ); and you can create an entire set of useful utilities of your own. Name them well so you can find them and use them as needed! =)
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Maya Remblai
The one with pink hair.
Join date: 25 Mar 2006
Posts: 434
03-02-2008 14:25
From: Qie Niangao
Uh, well. This isn't Scripting Tips, but if the script might need to listen to a different agent (like a different owner) when it's rezzed, the llListen belongs somewhere other than state_entry (such as on_rez itself). For really simple scripts, yeah, it's fine to just llResetScript and start afresh each time, but a lot of beginning scripters do this as a kind of magical incantation--which makes them extra confused when they try to do anything more complex--e.g., preserving state between attachment events. (This confusion has even given rise to a totally specious rumor of a bug in llGetOwner!)

Really, though, there are only a very few scripts that should listen for agent input not generated by llDialog, anyway. Some, of course, but really very few.


Look at any script in an animal avatar. They all do pretty much the same thing: Listen to the owner on a channel, and reset when rezzed. Only a handful reset some other way. The point of the reset is because these scripts are meant to change owners - they're used in for sale objects. Take away the reset or the listen itself, and you lose most of the interesting features like moving ears and color changing eyes. llDialog also requires a listen for it to actually do anything, because when you click a button on the dialog, the button's name is said in chat by the person, not an object. You can use link messages to communicate with scripts in the same link set, but to control things in other objects you need listens. You just have to be careful not to use too many of them, and filter them very strictly.
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