Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Please have a set limit on auto-delete time!

Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
02-12-2004 21:23
The auto-delete other's objects on my land feature is really the bane of many scripted world-traveling objects. When people set their autodelete timers to incredibly low values, many harmless, benign things get deleted instantiously if they unluckily wander on someone's land with this feature active.

I propose a limit on the land autodelete feature, perhaps, 5 to 10 minutes? It would greatly increase the stability of scripted objects traversing the world, since they dont stay on any given parcel for more then a few minutes.

Also, as a secondary request, pertaining to this one:

I've heard many stories where people riding a vehicle or other moving object get their object deleted by the owner of the parcel of land under the vehicle.

I propose, that the owner not get deleting rights to an object on his/her land, unless the object has stayed longer then x amount of minutes on the parcel. That way, moving objects can safely traverse a parcel, and the owner of the parcel can still delete objects that others leave behind.

==Chris
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
02-12-2004 21:41
YAY! Yes yes yes pleaaaaaaase Lindens, PLEAAAASE!


Oh. Wait... But if you DO do this (and you should) give scripters the ability to trigger an auto-delete on a parcel of land they own (if they don't have one already) through a script, so that if they've got a device that occasionally needs prims, they can get rid of unnecessary ones.

Can you throw this change in with the more specalized prim deletion stuff I'm sure you're working on (with the 'whitelist' stuff and the 'delete only this user' thing?)
_____________________
</sarcasm>
Xadrian Baysklef
Dancing Monkey
Join date: 17 Nov 2003
Posts: 59
02-12-2004 22:20
Also, regarding similar issues with vehicles... why does my airplane stop when someone else right-clicks it? That's really, really annoying. :)

Oh, and I fully endorse this product and/or service.
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
02-12-2004 23:23
And while you're at it, add some way for scripts to find the auto-delete time for a piece of land. That way, my birds can figure out when it's time to stop circling and move on.
_____________________
perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
02-13-2004 08:03
I like carnildos idea - llSecsTilDelete(vector pos); It can return -1 for parcels with no autodelete enabled.
_____________________
--
010000010110110101100001001000000100111101101101011001010110011101100001
--
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
02-13-2004 12:24
I just wish the delete delay time was based on each individual object's total time on that land, instead of a land-based timer that deletes them all every X minutes... Something taken out of your inventory on a plot just before the timer goes off doesn't last long enough to full rez, even. :(

...Or IS it actually on a prim-per-prim basis, and I've just been unlucky to find plots with very short delete timers?
_____________________
~ Tiger Crossing
~ (Nonsanity)
Riptide Ramos
Junior Member
Join date: 25 Jan 2004
Posts: 9
02-13-2004 14:45
I also support this feature; fix the minimum autodelete time to be a reasonable value.

The most fascinating aspect of SL to me is the ability to create 'free roaming' scripted content for the game. At the very least, allow objects to continue to run their scripts and give them time to move out of the neighborhood.

Of course I think all of SL should be build/script friendly, but I understand some residents desire to control what occurs on their land. I also believe all of SL should be 'unsafe', with a UI toggle to switch between PvP mode and non-PvP mode at any time; it seems restrictive to force PvP only in certain sims.

--Riptide
Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
02-13-2004 14:48
This is a great idea.

P.S. DON'T allow people to delete other's objects on their own land. Allow them to RETURN them.
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
02-13-2004 15:53
I somewhat agree, I would say set it low though 1-5 seconds, because that should allow scripts that are legit to get off of the land fast enough and not allow greifing objects to stay.

Of course we also need someway for scripts to tell when auto delete is on.

I don't know about the RETURN only option, I think its more just people not knowing when Return should be used and when Delete should be. A nice bike = Return. An empty cube (no script, no texture, just a cube) = Delete. There are times where Returning a bunch of plain cubes would just cause spam. But I do agree in the aspect if people don't learn that Delete means GONE FOREVER, then yeah take it away.

Tiger, in doing a test with auto-delete it was odd, it went as this...

Place object A down, wait 5 seconds, deleted. Place Object B down wait 3 seconds, place Object C down, Object B deleted at/around 5 seconds, Object C deleted a little after (but under 5 seconds).

So the timer isn't exactly accurate it seems, but it seems its supposed to work on a Delete All Objects Every X basis rather than a per-prim. How it actualy works is varrying though.

So a function to detect auto-delete would be very usefull.
_____________________
"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
02-13-2004 21:02
I think you should only be able to return objects because this will prevent malicious deleting.
si Money
The nice demon.
Join date: 21 May 2003
Posts: 477
02-13-2004 21:06
I dislike the idea of an imposed limit immensely.

If someone decides to come on my land with a gatling gun and rez 50000 bullets, I don't want to wait 10 minutes for them to clear out, I want them gone.

Simple solution is avoid land that isn't safe for your global whatevers.
_____________________
Like a soul without a mind
In a body without a heart
I'm missing every part

-- Progress --
Catherine Omega: Yes, but lots of stuff isn't listed. "Making UI harder to use than ever" and "removing all the necessary status icons" things.... there's nothing like that in the release notes. :)
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
02-13-2004 21:19
From: someone
Simple solution is avoid land that isn't safe for your global whatevers.
I agree however currently it is impossible to do so.
_____________________
--
010000010110110101100001001000000100111101101101011001010110011101100001
--
si Money
The nice demon.
Join date: 21 May 2003
Posts: 477
02-13-2004 21:26
From: someone
Originally posted by Ama Omega
I agree however currently it is impossible to do so.


No argument here, I agree there should be script calls in place for this, but enforcing limits on the autodelete isn't the way to go about it.

Does scriptdanger or whatever detect autodel land?
_____________________
Like a soul without a mind
In a body without a heart
I'm missing every part

-- Progress --
Catherine Omega: Yes, but lots of stuff isn't listed. "Making UI harder to use than ever" and "removing all the necessary status icons" things.... there's nothing like that in the release notes. :)
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
02-13-2004 22:01
From: someone
Originally posted by si Money
If someone decides to come on my land with a gatling gun and rez 50000 bullets, I don't want to wait 10 minutes for them to clear out, I want them gone.


Still, even with the imposed limit on auto-delete, you can return other's objects to their owners manually, by using the About Land -> Objects dialog, and clicking return objects owned by others.

It would be the same functionality as auto-delete, save that you could do it immediately, and would have to do it manually.

Auto-delete sucks, because it is a virtually immediate thing (no minimum limit) and its automatic, there's no human there to determine if the object is a simple, completely benign, globally moving seagull, or a griefer rezzing 50k bullets.

==Chris
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
02-14-2004 00:06
From: someone
Originally posted by si Money
I dislike the idea of an imposed limit immensely.

If someone decides to come on my land with a gatling gun and rez 50000 bullets, I don't want to wait 10 minutes for them to clear out, I want them gone.

Simple solution is avoid land that isn't safe for your global whatevers.


I'd love to, but there's no mechanism for doing so. Further, there needs to be a minimum: it takes at least one second, and more often five to ten seconds, for my birds to simply recognize danger; that's what I've got the various lookaheads set for. Further, depending on the state of the physics engine, it takes another ten to fifteen seconds to do an about-face and get off the land. I figure a minimum of two minutes should be sufficient for my birds.
_____________________
perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
02-14-2004 07:10
What about something that detects dangerous land before the object is over it?

Something like llSensor that scans the surrounding area for dangerous land and returns the position of maybe the center of the land or the nearest edge to the object?

Not sure if thats at all possible, but it would solve a great deal of things if we could see dangerous land before above it, then you can have plenty of time to adjust your script accordingly.
_____________________
"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
02-14-2004 13:58
Heck, it'd solve problems if we could see dangerous land, AND sim edges, AND off-world areas before we came across 'em.
_____________________
</sarcasm>
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
02-14-2004 17:45
You can manage sim edges and off-world areas already. For a sim edge, you just check your coordinates and project where you'll be at the time you're interested in. For off-world areas, there's an LSL function to see if going in a given direction will leave the world, or if it crosses into another sim.
_____________________
perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
Essence Lumin
.
Join date: 24 Oct 2003
Posts: 806
02-15-2004 13:26
From: someone
Originally posted by si Money
I dislike the idea of an imposed limit immensely.

If someone decides to come on my land with a gatling gun and rez 50000 bullets, I don't want to wait 10 minutes for them to clear out, I want them gone.


There could still be a minimum on auto delete and no minimum on manual delete. Personally I wish there was an auto return option.