I'll let the scaley answer most of this but prim limits aside, I think there is _zero_ difference between an object that has temp set and one that calls llDie after a minute.
These forums are CLOSED. Please visit the new forums HERE
Temp Rezzers circumventing prim limits |
|
|
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
|
08-31-2009 18:00
I'll let the scaley answer most of this but prim limits aside, I think there is _zero_ difference between an object that has temp set and one that calls llDie after a minute. _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
|
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
|
08-31-2009 18:41
But I thought we were talking about one that called llDie() after 15 minutes. Darkness was talking about that.. At IoW, it poofs after a minute. All I was saying that there's really no difference if you're going to call llDie after a minute vs making it temp. It Talarus wanted it to stay for more than a minute, llDie would be the way to go. Personally, I use temp a lot, just because I have one of those rezzer wand things that drops sheep and bidets and such on people and I don't want to have to worry about a sheep wandering off into no-script land. It's easier to just set temp and know it will always, always get cleaned up by the sim. _____________________
Sick of sims locking up every time somebody TPs in? Vote for SVC-3895!!!
- Go here: https://jira.secondlife.com/browse/SVC-3895 - If you see "if you were logged in.." on the left, click it and log in - Click the "Vote for it" link on the left |
|
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
|
08-31-2009 19:34
If the entire region is the store, and the largest items rezzed is about 700 prims, why is it necessary to get around prim limits? Or let me rephrase it: Would it be worth restructuring it so that the 700 prims were available, and the rezzer relied on die-scripts instead of temp-on-rez? I realize there are trade-offs, but my intuition is that the die-scripts would be better, so the main question is whether you could scavenge the 700 prims from static parts of the build. We're not using ToR to get around prim limits. We're using it to make sure it poofs after a minute. I think we actually ALSO use llDie() via a comm channel for the parts, but they are still set to ToR, just to be 100% sure they "die". It's a "catch-all cleanup" deal. Making it ToR also allows Daryth to build and work without having to allocate prims to something that doesn't use them all the time. |