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Wanted: your top 5 ways to improve scripting

Chris Byrne
Broccoli Chef
Join date: 21 Mar 2004
Posts: 57
02-12-2005 21:48
1. Any kind of crappy regex interface you feel like giving us
2. A very limited regex
3. A moderately limited regex
4. regex
...

:D
Chris Byrne
Broccoli Chef
Join date: 21 Mar 2004
Posts: 57
02-12-2005 22:06
From: Chris Byrne
1. Any kind of crappy regex interface you feel like giving us
2. A very limited regex
3. A moderately limited regex
4. regex
...

:D


Wow - old thread. Some good ideas/people, though...
Deklax Fairplay
Black Sun
Join date: 2 Jul 2004
Posts: 357
02-12-2005 22:08
hehehe
Olmy Seraph
Valued Member
Join date: 1 Nov 2004
Posts: 502
02-13-2005 11:08
1) write to notecard
2) script inheritance/linking - change a script in inventory and have all objects using it get changes
3) structures and multi-dimentional arrays, or at least putting lists in lists. striding sucks.
4) better inter-object communications, at least something like IM within a sim.
5) more controls of linked prim attributes - llSetLinkTexture, llSetLinkPos, etc.
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Some people are like Slinkies... not really good for anything, but they sure bring a smile to your face when you push them down the stairs.
Olmy Seraph
Valued Member
Join date: 1 Nov 2004
Posts: 502
02-13-2005 11:15
From: Nexeus Fatale
male/female variable - something to indicate if the AV is a male av or a female av.


male/female/neuter/hermaphrodite/drone/incubator/whatever... your limited binary notion of gender is so mundane!
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Some people are like Slinkies... not really good for anything, but they sure bring a smile to your face when you push them down the stairs.
Fremont Cunningham
Senior Wizard
Join date: 15 May 2004
Posts: 48
02-14-2005 10:26
From: Deklax Fairplay
Lol, this thread began 06-10-2003, 06:03 PM. Is Aaron still working on this project?


Well someone is still posting the occasional response. But I am beginning to suspect this is all misdirection/evasion. Misdirection in that there are much bigger problems with Havoc, imaging, prims and the general organization of SL than there are in LSL. Perhaps forget LSL upgrade and work on the real problems for a bit? Evasion in that what LSL upgrade ideas are posted here are met with 'Heres a way to code around that with only 20 more lines....', rather than buckling down to improving the efficiency of the language.
So, has any new feature come out of this yet?
Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
02-14-2005 16:20
Add persistent storage capability.
Alexin Bismark
Annoying Bastard
Join date: 7 May 2004
Posts: 208
Better late than never
02-14-2005 17:10
Well since someone woke the thread I'll add my two cents.

1) Ability to modify notecards in the host object's inventory. Perhaps a set of functions like those used for stream I/O on textfiles in C.

2) ARRAYS (functions to support stacks and queues would be cool to BTW ;> )

3) A type like STRUCTS

4) The CASE or SELECT like control structure

5) Some thing like the PARSE funtion found in REXX (see http://en.wikipedia.org/wiki/REXX#PARSE )

6) REGEX
Chris Byrne
Broccoli Chef
Join date: 21 Mar 2004
Posts: 57
02-21-2005 09:14
There are 10 types of people in this world... Those that understand binary and those that do not. ;)
JustAnother Millhouse
Registered User
Join date: 26 Dec 2004
Posts: 31
02-21-2005 11:09
suport for dialog based input via llDialog thus removing the need for people to learn complex command lines and long descriptive notecards on how to use the command line (Hiro's 1 prim vendor for example, not complaing about it, great code, just complex command lines). Even if the dialog could only request 1 piece of data at a time I think this would be invaluable. Or even a few pre-defined dialogs like that request either a string, int, float, or vector. The dialog itself can just pre-validate the data for the script. Something like:

CODE

llDialogInputString(llGetOwner(),"Give me some string value:" , CHANNEL);

or

llDialogInputInteger(llGetOwner(),"How old are you?", CHANNEL);

Jonathan Shaftoe
... the titleless.
Join date: 11 Feb 2005
Posts: 44
02-23-2005 04:21
Make handling of linked objects in scripts saner. At the moment, dealing with linking and unlinking things dynamically is a bit of a nightmare, due to the link numbers constantly changing. For example, I have a game with pieces on a board that get linked. If some pieces gets taken, I have to send a linkmessage from the board to all the pieces saying 'if you're at this position, tell me your link number', then the board has to accumulate all the link numbers that come back, then sort them into a descending list and remove them in that order, to avoid removal of a lower link number then changing the higher link numbers. That's a lot of hoops to jump through to do something which should be quite simple.

So, things that would be nice - link numbers between given objects remaining constant, llCreateLink returning the newly created link number (as it won't always be 1 any more).

Or even just letting a child prim unlink itself from its parent without needing the PERMISSION_CHANGE_LINKS permission set up would help.

Of course, maybe I'm missing something and there's an easier way to do all of this ...

Jonathan
Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
02-26-2005 19:09
1) Object oriented features - class support, inheritance, user defined events, function and operator overloading
2) Replace LSL with a Java/C# style language, and move the functionality into supporting class libraries and namespaces(for example, System.Inventory.Give(), System.IO.Say, etc..)
3) More native data types
4) Improvements to the touch event, as noted many times in this thread.
5) Improvements to the sensor event (as noted many times in this thread).
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shinmai Akebono
Registered User
Join date: 9 Jul 2004
Posts: 49
02-27-2005 10:32
Scripts that reference other scripts like .h helper files for classes and structs, ect.

shinmai
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
02-27-2005 10:54
From: Jonathan Shaftoe

So, things that would be nice - link numbers between given objects remaining constant, llCreateLink returning the newly created link number (as it won't always be 1 any more).

Or even just letting a child prim unlink itself from its parent without needing the PERMISSION_CHANGE_LINKS permission set up would help.

Of course, maybe I'm missing something and there's an easier way to do all of this ...

Jonathan


If what you are asking is implemented, llCreateLink will always return 2. When a new item is linked, it receives the link number 2, and all previous link's numbers are incremented.

Plus, what should llCreateLink return if the destination item has more then one primitive?
==Chris
gene Poole
"Foolish humans!"
Join date: 16 Jun 2004
Posts: 324
02-27-2005 13:07
1) A real caveman-debugging call, eg. llTrace(string), which outputs a message only to the owner (right now, IMs work, but the 2-second inter-delay can be stifling).

2) Get/set "away" mode (and related event)

3) Get/set "busy" mode (and related event)

That's it for now.
Fuzzy Duck
Out Of Focus
Join date: 19 Feb 2005
Posts: 48
02-28-2005 00:43
From: gene Poole

2) Get/set "away" mode (and related event)

3) Get/set "busy" mode (and related event)


These would be ever so handy...
Deklax Fairplay
Black Sun
Join date: 2 Jul 2004
Posts: 357
02-28-2005 05:56
From: gene Poole
1) A real caveman-debugging call, eg. llTrace(string), which outputs a message only to the owner (right now, IMs work, but the 2-second inter-delay can be stifling).

2) Get/set "away" mode (and related event)

3) Get/set "busy" mode (and related event)

That's it for now.

You have so many debugs you cant use IM? wow.
gene Poole
"Foolish humans!"
Join date: 16 Jun 2004
Posts: 324
02-28-2005 10:12
From: Deklax Fairplay
You have so many debugs you cant use IM? wow.
Well, I had for instance a complex string-manipulation sequence, for which I wanted to print the working copy at each step, to verify that it wasn't getting mangled; this would generate, say 3 messages in less than a second, but IMs have a 2-second interlock delay (spam prevention or whatever), which is annoying.

I guess, technically, in that case, I could predict the result using the ol' noggin, then compare the result to my prediction, and not even need debug output, but... it's nicer to see exactly where things go wrong sometimes.
Fremont Cunningham
Senior Wizard
Join date: 15 May 2004
Posts: 48
Pose an av?
03-01-2005 12:59
Just an idea that came out of IRC ramblings...

A was to script motion or pose of Avatar:

llMoveAv(key av, integer joint, rot rotation);
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
03-02-2005 10:53
1) Client-Side "Temporary" Code
2) llDetectedMass()
3) llSetLinkTexture()
4) llMoveToTargetNonPhysical() - smooth motion without physics overhead. Flag would be nice.
5) llPizza() :D
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Deklax Fairplay
Black Sun
Join date: 2 Jul 2004
Posts: 357
03-02-2005 21:24
From: Jeffrey Gomez

I second this motion.
FuRaz Chung
2Stylez Urban Wear
Join date: 25 Mar 2004
Posts: 27
Still active
03-03-2005 01:56
Is this thread still active? Hehehe!
ok let's see...
  1. Saving the script without having to compile it - Sometimes I just want to temporary save the script that i'm making without having to remove all the errors or place //'s
  2. Saving to notecards would be nice
  3. llParsePHPURL(string link) - dunno if it's named correctly, but I would love to have an easy way to save stuff to an online database. This would be simple to use, even for beginners.
  4. llMoveToGround() - Make an object move to the closest prim or ground underneath it, I would rather have it as a build option.. but through script would be nice as well


This would be it for now, guess I don't have to many wishes for scripting. Though I can imagine some people do. The problem with most things though, like saving to a website or database or even writing to notecards, could be and probably will be abused. I could imagine a timer calling the llParsePHPUrl every 0.01 seconds, making an easy way to send an DOS attack.. :eek: Hmm.. maybe I should get that function off my list. :o
Ahhh I don't have to tell you this, you already know all of this ;)
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Barbarra Blair
Short Person
Join date: 18 Apr 2004
Posts: 588
03-03-2005 09:25
write to notecards
name to key
write to notecards
write to notecards
write to notecards
Deklax Fairplay
Black Sun
Join date: 2 Jul 2004
Posts: 357
03-03-2005 14:24
Thats been asked for many times - Not going to happen any time soon.

Notecards arn't like text files at all.
Frogleg Hornpipe
Registered User
Join date: 3 Mar 2005
Posts: 2
03-04-2005 02:52
Well, this is just an idea, and coming from me (someone completely new here) it might seem a little half-baked or something, but nothing ventured, nothing gained, eh?

This seems to be a vibrant community. Why not use that community to help enhance the help system for the scripts?

The web page for your scripting help could be enhanced to include links from each of the functions to a web page bearing comments from the community. In this way, if there's something confusing about a specific function, you'd have a very intuitive and simple way to clear up the confusion, without having to devote a lot of resources.
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