04-22-2007 09:27
I might be missing something here, but...

I'm trying to write a script to demonstrate some genetic mutation priniples.
A few years ago I demonstrated a similar principle using an old papertape reader / puncher I found.
I had the participants create patterns with a hole punch in some paper tape and then ran in through the reader using a program with the random mutation processing and punch the resulting next generation.
My final version read in 2 tapes, one for each parent, and then randomly combined them, also introducing mutations along the way.
The mutation rate was adjustable.
The tangible results demonstrated my point very well.

Now, rather than using paper tape, I'd like to do it with objects in SL, more of a 21st century thing.
I'll get some of the students to make me some objects with multiple prims linked together.
Initially, I'll likely just drop a script into their objects and create the next generation with the random adjustment of the paramters, cylinder might become cube, size or rot might change, maybe a different color, etc.
Eventually I'll likely just give thm a no-mod script to drop in their objects and I'll use message to read the prims from my controller, which will allow me to do the "mating" trick I did with the paper tape, blending two objects.

Now the problem:
Looking through the WIKI, I've found that I can easily get the number of linked prims with llGetNumberOfPrims and I can get the key or name of the linked prims with llGetLinkKey and llGetLinkName.
I can set the parameters for a linked prim with: llSetLinkPrimitiveParams, but how can I get the parameters for a linked prim ????

Am I missing something???