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Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
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01-27-2009 15:45
If you have a follower pet (not an attachment) and you enter a no-script area, what happens to it? What about if the land prevents objects from entering? Does the follower hang around at the border, or stop cold, or what?
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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01-27-2009 15:47
From: Paladin Pinion If you have a follower pet (not an attachment) and you enter a no-script area, what happens to it? What about if the land prevents objects from entering? Does the follower hang around at the border, or stop cold, or what? It depends upon the type of follower it is. Some followers may continue following you; others will stop after one movement into the no-script area. It depends on how the script is written. (I don't know how technically you want to know - basically, "no script" land stops scripts detecting events while they're over that land. Scripts are basically based upon detecting and responding to events, but since recent SL versions it's been possible to write a follower that doesn't work that way.) No-script land isn't the same as "no object entry" land. No follower will be able to enter a "no object entry" area.
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Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
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01-27-2009 16:00
From: Yumi Murakami (I don't know how technically you want to know - basically, "no script" land stops scripts detecting events while they're over that land. Scripts are basically based upon detecting and responding to events, but since recent SL versions it's been possible to write a follower that doesn't work that way.)
Thanks for the quick response. Technical is okay. I'm making a follower that uses llDetectedPos() and llDetectedRot(). Those don't seem like events to me, but I was curious. From: Yumi Murakami No-script land isn't the same as "no object entry" land. No follower will be able to enter a "no object entry" area. Yeah, I thought as much. So what happens to it? Does it just stop? Get returned?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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01-27-2009 16:18
From: Paladin Pinion I'm making a follower that uses llDetectedPos() and llDetectedRot(). Those don't seem like events to me, but I was curious. But those will be in a sensor() event handler, right? I'm guessing that Yumi may be referring to llGetObjectDetails(). It may also be worth looking into llGetParcelFlags(). A normal sensor-driven follower script will just stop running when it gets inside no-script land, so it will just get stranded there. That's in contrast to no-entry land, where it will get stuck just outside. In either case, depending on other parcel settings, the object may end up getting auto-returned if it hangs around long enough.
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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01-27-2009 16:23
*nod* If your follower is using llDetectedPos(), then it'll stop in no-script zones. llDetectedPos() isn't an event, but it returns data gathered by a sensor/no_sensor event.
A follower that does work in no-script zones has to be made using llSleep() and llGetObjectDetails(). But it will also likely be rather laggy to keep code running all the time.
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Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
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01-27-2009 19:05
Thanks, exactly what I wanted to know. I'm using a sensor, yes. So if I decide to wander around with this thing I guess I'll have to keep an eye out to make sure it's still with me when crossing sim boundaries. I think I'll avoid llGetObjectDetails(), it seems like an imposition on the servers.
Maybe I should have asked this in the scripting forum but it seemed like a generic question that might be of interest to anyone who has a follower. I wonder how many people have left their pets stranded behind them without realizing it.
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