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#include

Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
03-27-2003 23:38
I have decided that I -really- want some form of #include.

Aside from being able to provide my own libraries of related tasks (a projectile weapon library, parsing library, etc), files that contained methods for interaction between objects (so that compatibility is assured) I also think the 'simple' newb language could be easily created.

I (or someone) could create a script that had the default state in it, and #included a specific name of a file.

If done right, the second file could contain what the actual script does, without exposing the creator to states or event handlers or much of anything. Sure it would be limited as all get out, but it could work for simple "every day" scripting activities.

Is it possible to use textures not on the object the script is on, if you use the key ID? I thought I saw this somewhere. If that is possible ..... I would like to be able to do that with includes. I could create the library for communication between aardvarks, keep it somewhere safe where only I can edit it, but then anyone with an aardvark could access it. I could make bug fixes that would effect everyone, or add features.

If I was imagining things.... it wouldn't be the first time.

This is my second most wanted scripting feature, behind content controls for scripts.
Cory Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 173
03-29-2003 16:05
Ana,
Leaving asied the #include question (which will be strongly considered for the next scripting language rev), could you expand on what you mean by "content controls"? Thanks!
Cory
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
03-30-2003 18:39
Its Ama, not Ana. :)

I want these options for my script:

- Open (how things are now)

or

- Closed (Opening a script doesn't show the script. Could be best if it showed minimal information about the script - what events are handles and maybe names of methods that are "public";).

and

- copyable (how scripts are now)

or

- non copyable


So basically just the controls that are on objects, only for scripts. I have before just wanted three options, because noncopyable but open doesn't make much sense to me. But some people have argued that it can be used as more of a teaching tool even if the person is just copying by hand instead of cut and paste.
Cory Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 173
03-31-2003 12:02
Sorry, Ama -- you were a victim of my flyspeck font combining with lack of sleep from our 1 month old daughter. A thousand apologies.

Jeez, I was seriously out of it when I read your post. OK, yes, we are currently talking about how to add permissions to things other than objects (ie, textures, scripts, &c).

Regarding textures, yes, if you pass a Key into the texture functions they will go find it so that you can use textures not in the inventory. You can get the Key with the llGetInventoryKey script function.

The larger issues of libraries is something that will be thought about when we do the next major scriptiing language rev, but that won't be for a while.
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
03-31-2003 12:54
Hey, not a problem. And congrats on the daughter. :)

I just think its really great to hear that the ideas we come up with are really being considered and thought about, that we aren't just talking to ourselves. That is why this beta has been one of the best beta experiences I have had. The connection between the residents and developers is very close and that is great. Keep up the good work.