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Scripts not going away

Caboose077 Breen
Registered User
Join date: 8 Jan 2009
Posts: 7
01-08-2009 13:46
I have one particle onto a very valuable of mine and i deleted it. (The only purpose was to test it, so i could give it to my friend) and it dosen't go away. Help meh.
Amaranthim Talon
Voyager, Seeker, Curious
Join date: 14 Nov 2006
Posts: 12,032
01-08-2009 13:49
The particle doesn't go away?
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Caboose077 Breen
Registered User
Join date: 8 Jan 2009
Posts: 7
01-08-2009 13:49
Yes. dosen't go away.
Joshooah Lovenkraft
Just Joshin'
Join date: 28 Dec 2007
Posts: 1,376
01-08-2009 13:53
you need a "scrubber" script to remove the particle effects in the prim even though you've deleted the original particle script. i can drop one on you inworld if you'd like
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Caboose077 Breen
Registered User
Join date: 8 Jan 2009
Posts: 7
01-08-2009 13:54
THANK YOU SO MUCH! i'm online lol
Ian Nider
Seeds
Join date: 20 Mar 2009
Posts: 1,011
04-05-2009 22:05
Hi,

I have the same problem, I was trying a "sit here" script in various places in my object and ended up with 3 lots of floating text. I have used 2 diff scrub scripts and all of the floating text went but one.

So I ended up removing the one prim it had been in and that worked.

Then I put the sit here script in again on the whole object and changed the words in the floating text... and the old text came back in the same problem spot, even though the actual prim was gone and the floating text was now different words.

I am worried now it is in the entire object, I just cleared cache and rebooted and that didn't work either, so now I am writing here...

Also I logged off for a few hours too in case it was some kind of lag.

Any ideas?
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
04-06-2009 02:27
It's not necessary to delete any prims to make hovertext go away. One needs to find the prim(s) that are generating the hovertext, and add a temporary scrubber script to the individual prim(s).

Both hovertext and particles are prim-local properties that cannot be changed from a script in another prim. (That's actually very unfortunate in the cosmic scheme of things, but it simplifies the situation here.) So, if there's hovertext associated with a prim, it is only that prim that needs "scrubbing".

I'm guessing that a "Sit Here" script is also adding a sit target to the prim in which the script runs. That prim property can be scrubbed, too, using the same "scrubber" scripts (if they're any good). Generally speaking, unless there are to be multiple sit targets for the object to allow multiple avatars to sit at the same time, there's no reason to put a sit target in any but the root prim. Adjusting the position and rotation of the seated avatar (the parameters of the llSitTarget() function) isn't difficult using Learjeff's & Lex's "Easy Sit Target Positioner" (https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=318690).
Ian Nider
Seeds
Join date: 20 Mar 2009
Posts: 1,011
04-06-2009 02:41
Hi Qie,

Thanks very much for that. I think I did try to scrub the guilty prim, but the inventory gets so cluttered I may not have. Can you believe I sat there at it for a few hours, eh.

I actually dumped it and got a new sit script that I like better anyway.

I did have the animation and sit script in one prim and then the root prim had a swing script in it. I might just make the root a big cone that sits invisible over the whole thing with both scripts in it.

I'm new to this, so am half liking all the struggle.

Thanks again.
Ralektra Breda
Template Painter
Join date: 7 Apr 2008
Posts: 1,875
04-06-2009 03:42
The floating text is part of the script itself, if it is moddable you can go into the script and remove it, if it isn't then you are out of luck (with that particular script). The scrubber removes the effects of a script from a prim, but doesn't make changes to the script itself.
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Eli Schlegal
Registered User
Join date: 20 Nov 2007
Posts: 2,387
04-06-2009 05:01
Question... Why do they do that? You would think that if you remove a script from an object it would... remove the script from the object. :)
Is there some advantage to being able to remove the script from an object and have it still work? I'm pretty clueless when it comes to scripting so I'm sure I'm missing something
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
04-06-2009 05:35
From: Eli Schlegal
Is there some advantage to being able to remove the script from an object and have it still work?
Yep: it means the prim can have the feature without needing a script to occupy sim memory and get checked by the scheduler each simulation frame.

It's also kind of logical, when you consider what scripts really do: they just respond to events. So, setting hovertext gets done in a script, and then... what? It doesn't keep getting set, constantly, to keep textually hovering. There's no event that the script is responding to after the text is first set, to make it stay that way. And removing the script doesn't generate an event to which that now absent script can respond, to clean up after itself.

I guess it would be theoretically possible for the sim to track which script set what properties on the prim, and reset those to default when the script is removed. That would be a lot of bookkeeping, for a net result of decreased performance, so... not a win.
Eli Schlegal
Registered User
Join date: 20 Nov 2007
Posts: 2,387
04-06-2009 05:44
From: Qie Niangao
Yep: it means the prim can have the feature without needing a script to occupy sim memory and get checked by the scheduler each simulation frame.

It's also kind of logical, when you consider what scripts really do: they just respond to events. So, setting hovertext gets done in a script, and then... what? It doesn't keep getting set, constantly, to keep textually hovering. There's no event that the script is responding to after the text is first set, to make it stay that way. And removing the script doesn't generate an event to which that now absent script can respond, to clean up after itself.

I guess it would be theoretically possible for the sim to track which script set what properties on the prim, and reset those to default when the script is removed. That would be a lot of bookkeeping, for a net result of decreased performance, so... not a win.


Ok thank you for helping me to understand this. I didn't realise that once you remove the script it no longer uses sim memory.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
04-06-2009 08:58
From: Qie Niangao
I guess it would be theoretically possible for the sim to track which script set what properties on the prim, and reset those to default when the script is removed. That would be a lot of bookkeeping, for a net result of decreased performance, so... not a win.

and horrible if you consider that scripts are used to set size, shape, color, cut, texture, rotation, position, etc.... that'd be one hell of a scramble to undo.

there are so many things that are prim properties that can only be set by script, yet are saved to the prim... sit text, pay price (which only gets ignored because of the lack of a money event), particles, locked axis', collision sounds, texture animations, hover text, I think even sound loops. some will get cleared on a sim restart iif there's no script to restart them.

oh how I wish the edit window had an advanced pane just to set these manually (and then maybe some related get functions for the script so you don't have to store it's current setting to know what's been set.)
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