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"Ghosts" in scripts

Ananda Sandgrain
+0-
Join date: 16 May 2003
Posts: 1,951
07-07-2003 12:44
I have been working on a waterfall and have run into an interesting issue, more of a puzzle than a major problem.
This is the continued functioning of sounds or scripts after they have been deleted.
In one instance I modified the Burning script to make just mist, and removed the calls for sounds from the script. Yet when I applied it, the sound continued to be made!

In another case I put texture animations into a whole set of prims to generate the motion of the falls. Then I decided I didn't need so many scripts running and lagging the sim. So I deleted the animation script out of many of the objects. And yet afterwards the motion continued!

I have worked around each instance by rewriting the code in a new script window, but it seems this could be a problem down the road. Who knows how many scripts and sounds my stuff is calling, and clogging things up, without my knowing?

Has anyone else noticed this phenomenon?
Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
07-07-2003 13:13
I have definately seen this. After making a change to a script and saving, I still see effects from the old version still happening. Even clicking reset button doesnt help sometimes. Most times, exiting edit mode then re-editing and clicking reset will clear up the problem.
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Jonathan VonLenard
Resident Hippo
Join date: 8 May 2003
Posts: 632
07-07-2003 13:34
I had a table in which i put a floating text script in, I then deleted the script from the table but the text wouldn't go away, it was just me that could see it everyone did.

I finally had to copy the table... and here is the wierd part, get this.... the copy had the text still but now the original didnt'....... very wierd


JV
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"Now that we're here, it's so far away
All the struggle we thought was in vain
And all the mistakes, one life contained
They all finally start to go away
And now that we're here, it's so far away
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And I can forgive
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The Person that I am today"
Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
07-07-2003 13:54
Yes, many people have noticed that some scripts don't stop running if you uncheck the running box, or don't reset if you hit the reset button, or keep running after the script has been deleted. See this thread:

/111/99/2551/1.html

I think this bug may be less common now than in the past, but it definitely still comes up.
Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
05-18-2005 06:07
I've had the same thing happening with my waterfall. Is there a reliable solution to this?
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
05-18-2005 06:14
More of a workaround
:delete the script inside the prim
:copy the prim , it will contain no running scripts
:delete old

Not really a ideal solution but it clears up anything ghosted, to clear just text,
delete the script, make a script with no text " " , drop it in, hoovertext wanish, delete the script.

X.x this one been around awhile, should be a *known bug* working on it * future by now :)
Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
05-18-2005 07:42
Some scripting calls set parameters on the object, these calls do not revert when the script is removed. For example if you put a script on an object that changed it's size you wouldn't expect the object's size to revert when the script was stopped or removed.

Some LSL calls that do this, off the top of my head, besides the obvious ones:
llSetText
llParticleSystem
llLoopSound

I am not sure about texture animation but that seems likely to fall into this category as well.

The thread Jake linked to is a very old issue that has been fixed where scripts that were off would be set to running when a sim restarted. This is a different issue that was fixed nearly 2 years ago.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
05-18-2005 07:47
From: Kelly Linden

llLoopSound

AHHH!
So that's why I have an object still playing the burning sound since Beta :O
You learn something new every day.