Get it working?

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llSetForSale() |
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CrystalShard Foo
1+1=10
![]() Join date: 6 Feb 2004
Posts: 682
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03-03-2005 20:06
... is currently missing, but looks very promising.
Get it working? ![]() |
Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
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03-03-2005 21:39
There are some possible exploits we are concerned about, and are thinking we can't do it (at least not without more design).
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Philip Linden
Chairman & Founder, Linden Lab blog: http://secondlife.blogs.com/philip |
Hiro Pendragon
bye bye f0rums!
![]() Join date: 22 Jan 2004
Posts: 5,905
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03-03-2005 21:44
There are some possible exploits we are concerned about, and are thinking we can't do it (at least not without more design). No more of an exploit than me putting a "steal money" trojan in a closed-source vendor kit. -- a player needs to give permissions to give money to be able to give change, and there's nothing to stop a vendor from abusing this. Or using a trojan llGiveInventory command, for that matter, no? _____________________
Hiro Pendragon
------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio Visit my SL blog: http://secondtense.blogspot.com |
CrystalShard Foo
1+1=10
![]() Join date: 6 Feb 2004
Posts: 682
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03-03-2005 23:26
Then how about just being able to turn the "for sale" flag on and off, without affecting the sum of money? Or otherwise, a "llGiveSelf" command?
Overall we need a command that will allow an object to somehow allow itself to be given to an avatar in one way or another via a script. |
Tiger Crossing
The Prim Maker
![]() Join date: 18 Aug 2003
Posts: 1,560
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03-04-2005 13:13
CODE llSetEventTimer( 0.1 ); Shopping roulette! ![]() _____________________
~ Tiger Crossing
~ (Nonsanity) |
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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03-05-2005 15:59
Ahh.. you'd think the buying operation would be ACIDic. Guess not?
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |