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fix: attachments and targetomega

Wolf Rocco
Registered User
Join date: 31 Dec 2004
Posts: 38
12-24-2005 01:47
Please please fix
Yes just a rant on why target omega locks up on lemme see.

-sim crossing
-sitting
-teleporting

and my personal favorite
-having to recompile so it starts working before it crashes anyways

Type of script:
rotation + targetomega simulated smooth back and forth rotation from angle a to angle b via timers and updates.

Problems:
Apparently the client simply stops getting the info from the server as it were that the target omega and even the llSetRot has even happened. Ironically selecting it for editing makes you see the rotation but the same problem remains.

Also giving this script to someone makes it wonderfully stop working until you use the magic "recompile" button. *rolls eyes*

Script runs flawlessly outside attachments and i've even tried various things to "force" updates like setting the alpha etc.

Did anyone actually debug this thing in the testing stage?
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-26-2005 08:20
From: Wolf Rocco
Apparently the client simply stops getting the info from the server as it were that the target omega and even the llSetRot has even happened. Ironically selecting it for editing makes you see the rotation but the same problem remains.
Heh.

I get this will ALL KINDS of things.

I have an elevator that sometimes decides to sink into the ground and vanish if I don't click-edit it. I assume it's just my client missing the update that says "this elevator has stopped moving". No attachments involved.
Mika Muromachi
Kitsune-at-large
Join date: 31 Mar 2005
Posts: 37
12-26-2005 14:15
I do believe part of this is caused due to the current way SL handles scripts, dividing up time between them. From what I have understood from many other people's posts, the recent method implemented from 1.7 on tends to "lose" commands because of this. (As I am not a programmer, I can thus far gather it's basicaly "not paying attention" to them in a timely manner.) Thus, you get borked scripts of all types, and carfully-timed ones lose out the most.

LL desperately needs to address this, but somehow I sincerely doubt that it will happen anytime soon. Just my L$0.02.

Yours,
Mika Kyubi (Muromachi)
Kitsune-at-Large
(who wants her name KYUBI back!!!!!)
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
12-26-2005 23:46
on rez and scripting flow control, its been done before you just have to figure out your way

random prim b from moving into ground hard set your coordinates.. simplest way to prevent that, or if sim or compiler resets and its in the wrong pos it will reset inside your restraints .

ie doors are open, dont set default pos to the new opened pos making the new closed pos the old open pos

the art of scripting is making new fake ways to overcome limitations

and a good animated texture goes along way