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changed event not triggering when script added

kimmie Loveless
Registered User
Join date: 13 Oct 2004
Posts: 6
11-10-2004 21:39
since you can't add a script from your inventory to an object without it running, i have my ugrade device (which spreads the script to the proper objects) rez a "mouth" which is waiting for a script to be added, so it can send it to the upgrade without it running on the upgrade device, then immediately derez the mouth. the problem is, when i add a script, nothing happens, no changed event occurs. if i remove the script, it suddenly, notices a change. This is obviously a bug. One that could pose a security risk with my tribbles (self replicating pets), should someone figure out how to disable thier numerous population safeguards.

For instance, they scan for others of thier species by name, if someone writes a script to change thier name, they are less likely to see as many as there really are, and replicate well beyond thier intended limits (only one of the many ways i limit the population). Because of this, i must halt the intent of sale of the tribbles, until the bug is fixed. i do NOT want to risk an infestation. i am already running accros SL when a tribbles manages to escape due to lag, and cross a sim or 2 without dying, and scanning a 4 sin area, for the possibility of one of the early tribbles having had escaped, and reproducing (none of the early ones that are capable of being a threat have been found, and hopefully never had escaped).

I have worked very hard to make the tribbles as safe as possible, and was about to start selling them, when i noticed this bug. Please fix ASAP. All other safeguards seem to be holding up.
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
11-10-2004 21:44
This is a known issue, you're kindof outof luck :-O

That said, maybe you could do one of these workarounds? :
- add a notecard as the last item you inject. Notecards *do* trigger the changed event
- send a message over a secret channel via llSay/llWhisper

Azelda
_____________________
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
11-12-2004 01:44
Are you saying
CODE

default
[ changed( integer change)
{
if ( change == CHANGED_INVENTORY )
{
llSay( 0, "Change in inventory detected." );
//sudo code: detect if a script has been added to inventory.
}
else if ( change == CHANGED_ALLOWED_DROP)
{
llSay( 0, "Allowed drop detected." );
//sudo code: detect if a script has been added to inventory.
}
}
}

would fail to detect a new script being added to an scripted primitive's inventory?

btw, if you get info on a script, in your avatars inventory, I'm pretty sure you can disable running. Witch means the script would not run when it's added to a primitives inventory. Of corse then you would need to enable the script , before it could be used.