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Scripting Hyperlinks

Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
11-03-2003 16:02
The ability to program hyperlinks in our scripts would be great.

Ya know like have a full click through the execution of our scripts for easier debugging.

Also being able to do this across multiple scripts. Like if you have a many script project where all the scripts talk to each other. and you click you hyperlink that talks to another script, it takes you to the spot in the other script that listens or whatnot to the line you clicked.


I hope than all makes sence. :-P
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From: 5oClock Lach
With a game based on acquiring money, sex, and material goods, SL has effectively recreated all the negative aspects of the real world.


Mega Prim issues and resolution ideas....
http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
11-04-2003 06:57
I don't think tracing through listens would be workable... There may be many things listening on the same channel.
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~ Tiger Crossing
~ (Nonsanity)
Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
11-04-2003 17:00
Well if we could "program" our hyperlinks. they possably could.

Say you have 2 things that could happen after a llListen. Then you make a comment after the listen. You code the actual llListen to go to the 1st result, and then you code the comment to go to the second possable result.

kinda like links in a web page.

EDIT: the reason I came up with this idea, is I am working on a multi script project (8 loooong scripts) that all communicate to each other with llMessageLinked. It would be so nice and easy to debug and trace the path of stuff in the script if I could run through the script visually as it would normally run.

This would also have the potential to remove all the chat spam it takes to debug scripts. Heh I got a real nice debugger setup for this project, but when I execute the script the chat spam is daunting. Stop by Olive sometime I'll show ya the nice long debugger run :-).
_____________________
From: 5oClock Lach
With a game based on acquiring money, sex, and material goods, SL has effectively recreated all the negative aspects of the real world.


Mega Prim issues and resolution ideas....
http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
11-05-2003 07:26
heheh I can get similar serious spammage from my Tetris game (in development) when I have full debugging turned on.

I'd still like to be able to have a single script that is attached to multiple objects but need only be edited in one place. To prevent that from being a security issue, the soft link would have to be restricted to objects you own. If ownership changes, the link should be broken and the sold object would then have it's own local copy.

The other thing that would help in this regard is the ability to have your own private channel your scripts can talk on. Give an llSay command a channel of -1, and only the owner of the object will hear it. It would be lovely to also let someone TALK on that channel, perhaps with a prefix of "#" or something, but that's a more complicated change.
_____________________
~ Tiger Crossing
~ (Nonsanity)