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Sim wide events/functions for estate owners

Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
11-02-2006 16:00
Well this is an idea that crossed my mind long time ago and i would like to know from Linden Labs if it can be done and/or if something simmilar is in project.

Well i was thinking that private sims should have extended functions to allow the creation of more interesting sim wide thèmes and control/ruleset.

each sim would have an inventory, like the classic primitive where things like scripts can be placed in it, these scripts could execute most of the basic scripting function and would have access to a wide range of sim specific events and functions.

here are a few examples i had:

events:

on_client_enter(integer num_detected)
---> event behaving like the sensor() event, but triggered when an avatar enter in the sim
on_client_exit(integer num_detected)
---> event behaving like the sensor() event, but triggered when an avatar leave the sim

on_object_rez(key id,vector position,string name,integer type)
---> event that is triggered when an avatar rez an object, "return true" allow the rezzing, "return false" will make the object rez fail

on_script_start()
---> event triggered when a script enter it's running state in the sim, return true/false to allow the script to start or prevent it

on_attach(key avatar,key attachment,integer attachment_point)
---> event triggered when an object is attached by an avatar, return true/false to allow it or not

on_detach(key avatar,key attachment,integer attachment_point)
---> event triggered when an object is detached by an avatar, return true/false to allow it or not

i could go on and on with this list , but you prolly get the idea, being able to script any major sim events.

functions:

llReturnObject(key id)
--->return the object designated by the key

llSensorAvatars()
---> trigger a sensor event that return all the avatars in the sim

llSetAgentPos(key id,vector pos)
---> make a setpos-like move on an avatar, limited in the actual sim

llRemoveAttachment(key avatar,integer position)
---> force an attachment to detach itself and go back in the user's inventory

these functions sound a bit harsh or abuseable but they would be only valid for a sim owner, it would allow more possibilities for games, like moving an avatar to its respawn point, enforcing the game equipment, etc...
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
11-02-2006 16:37
These are some interesting ideas. There are performance concerns, and we have nothing similar - none of the back end architecture to support these types of functions exist. In other words, these are not easy to implement. But they are still good ideas.

All that said, this is NOT the place for feature suggestions! Please post in the Feature Suggestions forum and/or use the Feature Voting Tool.
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- Kelly Linden
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
11-02-2006 17:34
From: Kelly Linden
These are some interesting ideas. There are performance concerns, and we have nothing similar - none of the back end architecture to support these types of functions exist. In other words, these are not easy to implement. But they are still good ideas.

All that said, this is NOT the place for feature suggestions! Please post in the Feature Suggestions forum and/or use the Feature Voting Tool.


but now i am sure someone at linden labs had read it ^_^ ty Kelly :p
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tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Angel Fluffy
Very Helpful
Join date: 3 Mar 2006
Posts: 810
11-03-2006 10:56
llReturnObject could be useful for people on non-island property. BanLink, for example, could use llReturnObjectsOwnedByAgent(key agent) on all its orbs to kill off all objects (scripted or not) owned by a griefer on a sim. This would be an improvement over estate tools, which, IIRC, only let you return scripted objects, and only from one estate at once.

An even more useful function would be llGetPrimCountOwnedByAgent(key agent) which would return how many prims an agent is using on a parcel. That would help a LOT with regard to managing prims!

I must say I very much like giving EMs/EOs the power to limit attachments/scripts on avatars. I like it both because it has the potential to reduce lag (no massive-prim avatars, no massive-scripted avatars)... and also because it could be used to prevent certain kinds of griefing (it'd be cool to have a script that detects when people are equipping weapons, even before they are fired... I'd love it if a script could detect when someone rezzes a nuke, or equips a cage-o-matic HUD, for example).

It'd be even cooler if I could just ban certain objects from being rezzed or attached in my sim. Nukes, for example. Pyramid scheme objects. Cage-gun cages.


llSensorAvatars() is a great idea too, BanLink could use that to reduce the need for orbs doing sensors to one per sim. That would result in a lot less scanning and therefore a lot less lag!

llSetAgentPos(key id,vector pos) sounds a bit like llTeleportAgent, another good idea.
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Angel Fluffy
Very Helpful
Join date: 3 Mar 2006
Posts: 810
02-10-2007 08:26
Bumping this because some of the features here (e.g. on_client_enter(integer num_detected)) are very, very good ideas.
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