Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
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04-17-2003 09:18
It would be nice if you could make a 'script link' between object. That would mean that they are not physically linked but you can send link-messages in scripting. Why would we need that? Well a lot of times you would need communication between objects. One way is to use chat channels. -Well first of all it does NOT work all the time. When you test it with small things it seems to work fine. But for example with the elevator doors on the 12-story building, sometimes one of the doors fail to open or close, without any reason. -The second reason why it sucks is that you can't have two similar scripted objects near eachother because they will interfere. Second way is to link them and use link messages -Well that work really good, but take an elevator for example, the button on the wall would need to communicate with the elevator, but if you link the button with the elevator the button will move with it  I know you can unlink and link trough script (I used that on the 4-ring game) but it's pretty difficult to get it right and while they are detached you can't send messages. So a script link would be the answer. So it won't actually link them in any physical way, llMessageLinked will arive at script-linked objects.
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Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
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04-17-2003 09:49
Seconded.  If it can be done, then it would be a great feature. Of course, Obj -> Obj IM could work as well (or better?).
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Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
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04-17-2003 09:57
Hmm It wouldn't work that great because then you would need an unique identifier to IM to. And if you have that, and if you would copy you objects/scripts it will try to send it to the object from the original. No I think script-link will be a really good solution, also I think it's do-able for the programmers of SL (altough I can't really be the judge of that).
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Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
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04-17-2003 12:16
I agree. I recently found out how unreliable chat is. A more flexible linking scheme would be a better, all-purpose solution.
In the interim, one possible workaround for your elevator example would be to have a script attached to the elevator shaft, and link the elevator itself and the buttons to it. The buttons would have fixed positions relative to the shaft, and the elevator could move relative to the shaft. They could all communicate through llMessageLinked.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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04-17-2003 13:05
I totally and completely agree to the post above, a link message script should be added so unlinked objects could communicate like linked objects. That should be added or at least a fix for the buggy llListen and llSay commands.
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Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
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04-17-2003 23:57
Jake if you attach the elevator to the shaft you can't use the llMoveToTarget without taking the shaft (+buttons) with you. You can't even make it so that only the elevator has physics, so it really can't be done. What I do now for my new elevator doors is link it, give a target to the doors, the doors unlink, the move and when they're done they link. It kinda works, but it can be kinda buggy, so you have to double check each action.
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