Script + Exclamation point showing up?
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Persephone Phoenix
loving laptopvideo2go.com
Join date: 5 Nov 2004
Posts: 1,012
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03-16-2006 15:07
Anyone else getting this? Now my teleporters are showing a little script and exclamation point over them when I touch them (a floating icon). What does it mean? And how do I make it go away? I have reset scripts and recompiled scripts and I'm still getting that icon.
*wishes for a scratching-head-smiley*
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Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
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03-16-2006 15:11
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Persephone Phoenix
loving laptopvideo2go.com
Join date: 5 Nov 2004
Posts: 1,012
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Thanks!
03-16-2006 15:23
One down, one to go. Anyone have an answer about the logo thingy?
Ah, I found a partial explanation in the release notes. I just can't figure out why it is broken now when it was working fine before.
* Script errors and warnings now displayed with an icon ** By default, script errors and warnings will no longer show up as chat *** Instead, an icon will appear above the particular scripted object *** You may click on that icon to see the errors for that script, or select Tools>Show Script Warning/Error Window to see the script error win dow
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Events are everyone's business.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-16-2006 15:46
They changed the permissions so when you stand up PERMISSION_TRIGGER_ANIMATION is revoked and the animations set by the object you were sitting on are stopped. However I've had a couple of objects leave me in the last animation they left before I stood up, so there's obviusly some rough edges there.
I'm going to be changing all my llStopAnimation()s in an llGetPermissions() test rather than removing them, just in case they have problems and roll things back.
I suggested that they make llStopAnimation() on an animation that's not running fail silently, but no...
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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anim permissions should NOT be getting revoked on stand
03-16-2006 15:52
There was a bit of a forum firestorm over this new policy of revoking anim permissions on stand / unattach. Brent Linden backed down and said that the change would be "undone." Only cam permissions would be getting revoked on stand / unattach. Anim permissions should persist.
Perhaps the change couldnt be undone in time for 1.9, but afiak, it will be undone.
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REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
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Persephone Phoenix
loving laptopvideo2go.com
Join date: 5 Nov 2004
Posts: 1,012
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Thanks for info
03-16-2006 15:54
From: Argent Stonecutter I suggested that they make llStopAnimation() on an animation that's not running fail silently, but no... Good idea!
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Events are everyone's business.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-16-2006 16:07
From: paulie Femto There was a bit of a forum firestorm over this new policy of revoking anim permissions on stand / unattach. I actually like it, if it works, because I've had to actually derez a vehicle a couple of times to get it to quit animating me damnit. But if you're going to do that, you need to make existing scripts continue to behave the way they do now... and changing the error reporting so it's harder to tell if any script has a problem isn't the way to do it.
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Hunter Stern
Web Weaver
Join date: 7 Oct 2004
Posts: 377
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03-17-2006 00:45
i'm getting it with my latest script controller, but I figure I can always view it as a warning as well and not just an error for the time being.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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03-17-2006 03:10
I fail to see why anyone would want the old behavoir.
Causing old products not to throw errors isn't a good reason... If these products had been properly writen in the first place it would be moot. It's bad product design if you assume you always have the required permissions.
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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03-17-2006 04:10
From: Strife Onizuka I fail to see why anyone would want the old behavoir.
Causing old products not to throw errors isn't a good reason... If these products had been properly writen in the first place it would be moot. It's bad product design if you assume you always have the required permissions. Yes, it is a good reason. Punishing the customer for the errors of the scripter is Not Cool(TM). Besides, a lot of *good* scripters deliberatly did things the old way for one reason or another. I wouldn't just brush it aside as "bad product design".
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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and teh firestorm resumes
03-17-2006 11:57
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REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-18-2006 14:50
From: Strife Onizuka I fail to see why anyone would want the old behavoir. I don't. But I don't want the programs that optimise away one llGetPermissions() call too many to produce noisy errors. Any optimization can have unfortunate results... for example, calling llGetPos() outside a loop and using the returned value inside is a good optimization... but if you're moving fast enough your script may behave unexpectedly...
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