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Timer/Sensor Events and the Update |
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Armandi Goodliffe
Fantasy Mechanic
Join date: 2 Jan 2006
Posts: 144
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07-19-2006 20:41
Everytime I cross a sim, for the objects I have on the timer events stop and the sensor eventa activate. . .is this a known issue or is this just how it is now?
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Amethyst Rosencrans
Registered User
Join date: 24 Mar 2005
Posts: 87
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07-19-2006 20:50
I get a sensor event every time I log on wearing my collar. And people are reporting it happening with my cuffs as well. Although people have told me that updating the scripts using my updater fixed the problem.... I would like an explanation about why this is happening?
This is extremely frustrating! Amethyst |
Armandi Goodliffe
Fantasy Mechanic
Join date: 2 Jan 2006
Posts: 144
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07-19-2006 20:58
Sorry, it is sensor repeat that is stopping likely due to this sensor event that happens everytime time you cross.
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Amethyst Rosencrans
Registered User
Join date: 24 Mar 2005
Posts: 87
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07-19-2006 21:01
It seems merely reseting the scripts fixes the problem, but this means they need to be set back up. Also my alt did not have this problem with the collar, seems to be working fine. It is unclear why mine messed up but there must be some reason.
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Amethyst Rosencrans
Registered User
Join date: 24 Mar 2005
Posts: 87
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07-20-2006 01:36
Further Update:
It appears that it repeats the last sensor scan on logon, teleport or attach. (maybe rez) So the reset only works until you perform sensor scan (add an owner to the collar). After that each time you get a repeat of the last scan. Please Linden Labs fix this soon! Amethyst |
Tonny Turner
Registered User
Join date: 8 Jul 2005
Posts: 20
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07-20-2006 05:28
hi Amethyst
![]() it's not just your Collars I'm using a ATD collar and thats doing exactly the same things when i log on, cross a sim boarder or teleport to another sim the Collar starts auto scanning for potential Owners. Also i have heard of 2 differend HUD Radars not workin since the bugdate oops i meant update. |
Laukosargas Svarog
Angel ?
![]() Join date: 18 Aug 2004
Posts: 1,304
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07-20-2006 06:16
The timers and sensors in the various parts of my eco-system are also failing it seems.
I've just deleted the entire system and I'll replant it, hopefully it'll work ! Meaning.. I don't think the problem is limited to attachments. _____________________
Geometry is music frozen...
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DBDigital Epsilon
Registered User
Join date: 29 Aug 2005
Posts: 252
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07-20-2006 06:51
Sorry to hear that Lauko, I think you have done a excellent job with your sim. However I doubt replanting it will work. There seems to be issue with the sim server itself. I have a lot of objects/attachments that no longer work. Bascially everything that has a sensor is no longer functional. I don't know about timers as have not tested that as of yet. The interesting thing is I tested these same items in the preview and they all worked fine. Guess they added new code without putting it in the preview first.
-DB |
Beatrix MacKay
Registered User
Join date: 9 Jul 2006
Posts: 23
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Oh not only collars...
07-20-2006 08:46
Rofl, it also did hit my exCite Whip and floggers, lol - everytime I cross a sim border, relog or teleport it tells me that it doesn't find anyone to whip...
what a pity, do I now need only to TP into areas where enough potential victims are ? Joke aside, I hope that gets fixed pretty soon, updating and resetting scripts didn't work and that naggy blue box telling me no one to hit near is annoying... |
Amethyst Rosencrans
Registered User
Join date: 24 Mar 2005
Posts: 87
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07-20-2006 09:42
I've released updates for my collars and cuffs... but it basically affects 90% of my items to varying degrees. My dance machines, my whips, floggers, feather duster, leashable piercings. It is a nightmare having to update basically everything for a Linden Lab bug.
Amethyst |
Tonny Turner
Registered User
Join date: 8 Jul 2005
Posts: 20
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07-20-2006 11:39
Linden Labs you really need to sort this out as its a bug caused by you and it is effecting thousands of people.
so many scripts now are not working right because of this, litterally everyone i have talked to has something now not working because of the last update, its not so bad for the script makers that are still in SL but what about the thousands of scripts that cant be fixed becuase the makers are no longer here ? i guess SL's attitude will be its how things are now live with it or something similar, which considering it is us that pay your wages stink .. i paid 10K for a script not 2 months ago which is now useless and i cant sell the product the script is in because of the update and maker no longer being in SL, doesnt matter though does it aslong as peopel still pay your wages . |
Ordinal Malaprop
really very ordinary
![]() Join date: 9 Sep 2005
Posts: 4,607
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07-20-2006 11:56
Oh terrific. So basically anything using repeat sensors that might ever move between sims is screwed.
There's no way this could have gotten through the preview if it had been present - it must have been a last-minute change. Could we please have no changes at all within, say, a week of the end of preview? None of this last minute stuff. |
hurly Burleigh
Registered User
Join date: 19 Sep 2005
Posts: 167
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07-20-2006 15:38
the whole of the last update was a total failure. since the 2nd restart i have had nothing but problems with scripts/building/textures/chat and other controls.
has anyone noticed there is a lack of response from the Lindens in this thread? COME ON LINDENS GET YOUR ACT TOGETHER AND FIX IT OR ROLL BACK TO THE PREVIOIUS VERSION we are paying for a service which is not being provided. is there any talk of a refund? I THINK NOT!!!!! |
hurly Burleigh
Registered User
Join date: 19 Sep 2005
Posts: 167
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07-20-2006 15:39
the whole of the last update was a total failure. since the 2nd restart i have had nothing but problems with scripts/building/textures/chat and other controls.
has anyone noticed there is a lack of response from the Lindens in this thread? COME ON LINDENS GET YOUR ACT TOGETHER AND FIX IT OR ROLL BACK TO THE PREVIOIUS VERSION We are paying customers and the service being provided is below the acceptable standard |
Tonny Turner
Registered User
Join date: 8 Jul 2005
Posts: 20
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07-21-2006 06:01
this still isnt fixed
anyone care to answer from LL ? |
Ordinal Malaprop
really very ordinary
![]() Join date: 9 Sep 2005
Posts: 4,607
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07-21-2006 06:06
The sim reset today may fix this.
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Tonny Turner
Registered User
Join date: 8 Jul 2005
Posts: 20
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07-21-2006 11:07
i have 3 scripts which currently show the above symptoms,
so it doesnt look like its been fixed to me |
Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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07-21-2006 11:10
I'm going to ask further about this to see what the latest news is at present. Thanks for your patience.
_____________________
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Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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07-21-2006 11:58
Tonny, these should have been fixed. If you or others are experiencing probs, please detail them here, and send bug reports inworld too for us to check out. See: Bug Reporting 101
_____________________
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Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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Sensors are still broken.
07-22-2006 07:22
Instead of having the sensors fire extra times after a sim crossing/teleport/attach, they are now not firing at all after these events until you call llSensorRepeat() again.
I've posted my fix in the scripting tips thread, and people need to update their Otter Monitors (from my store or just someone who has already got 1.3.7... I gave out a whole bunch this morning). /54/8a/123193/1.html |