can someone cause scripted attacks on land that doesn't allow scripts?
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scripted attacks on no-script land? |
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Ina Centaur
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Join date: 31 Oct 2006
Posts: 202
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01-07-2007 21:16
question:
can someone cause scripted attacks on land that doesn't allow scripts? |
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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01-08-2007 08:21
I believe there are some ways that will work, but they are very awkward.
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Kalel Venkman
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Join date: 10 Mar 2006
Posts: 587
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The short answer is yes, but...
01-08-2007 08:57
What "no scripts" does is it prevents new script events from firing. Running vehicles stop in their tracks; newly rezzed objects won't even initialize.
However, if a script can be written such that it's always in the same state and it's running before it enters the script restricted zone, that script will continue to run. Fortunately, LSL scripting is very dependent on events in order that objects may interact with their environments. It is nearly impossible to write such a script that does anything useful. |
Rotary Fan
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01-08-2007 09:22
Scripted flight aids continue to work in no-script zones, till you land, don't they?
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Bree Giffen
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01-08-2007 09:35
Whomever answers this questions with all the ways one can run a script on no-script land will win the congressional medal of griefers.
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Ina Centaur
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01-08-2007 09:51
What "no scripts" does is it prevents new script events from firing. Running vehicles stop in their tracks; newly rezzed objects won't even initialize. However, if a script can be written such that it's always in the same state and it's running before it enters the script restricted zone, that script will continue to run. Fortunately, LSL scripting is very dependent on events in order that objects may interact with their environments. It is nearly impossible to write such a script that does anything useful. Well, Kalel, correct me if I'm wrong, but "no scripts" prevents everyone-other-than-yourself (or people in your group) from firing scripts. You can always write scripts to do everything useful... as long as you write it yourself! (Or, have modify priv's on someone else's object.) --- Whomever answers this questions with all the ways one can run a script on no-script land will win the congressional medal of griefers. Bree, knowledge of an exploit works both ways. Though the evil-doers might learn a new trick, those working to prevent this will also gain. |
Ina Centaur
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Join date: 31 Oct 2006
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01-15-2007 00:52
up. would like more input on this. especially: if all the objects and scripts i'd use on my land are made by yours sincerely, would "no scripts" ever be a problem -- and, would it be 100% protection against script attacks (that aren't caused by me
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
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01-15-2007 09:25
up. would like more input on this. especially: if all the objects and scripts i'd use on my land are made by yours sincerely, would "no scripts" ever be a problem It would prevent the use of flight assists, HUD gadgets, navigation tools, and animation overriders by others on your land. -- and, would it be 100% protection against script attacks (that aren't caused by me ![]() No. |
Kalel Venkman
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Join date: 10 Mar 2006
Posts: 587
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01-15-2007 10:58
Well, Kalel, correct me if I'm wrong, but "no scripts" prevents everyone-other-than-yourself (or people in your group) from firing scripts. You can always write scripts to do everything useful... as long as you write it yourself! (Or, have modify priv's on someone else's object.) Yes, you're right - it stops people who aren't describable as owners of the parcel from firing new script events. And the person who said that flight assist scripts would continue to work until you landed, you're right too, though it's not the act of touching down that stops the script per se, it's the fact that the script would have to fire a new event to handle a landing, and this event would never fire (though interestingly, all your event triggers are are still saved up in a queue, and as soon as you leave the no scripting zone, they all fire at once). |
AcidRaven Harrington
Linux User
Join date: 18 Jun 2005
Posts: 86
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01-15-2007 18:40
It at used to be that the main way to use a script was to have it attached to your avatar including sitting on something like a chocobo. This may have changed in the past year sence I last had to deal with land that wasn't mine.
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Ina Centaur
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Join date: 31 Oct 2006
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01-15-2007 23:44
what about for objects with your own scripts, which you have rezzed permanently on the land?
since the script's already started, would others be able to access it? |
Tabby Catteneo
Registered User
Join date: 7 Feb 2007
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02-13-2007 02:43
However, if a script can be written such that it's always in the same state and it's running before it enters the script restricted zone, that script will continue to run. Fortunately, LSL scripting is very dependent on events in order that objects may interact with their environments. It is nearly impossible to write such a script that does anything useful. I made a short AO to hold my arm in a particular position whenever I have the object attached, however, it seems to fail when in a noscript area. The script basically goes something like every .25s, start animation. I notice that even when my script fails (body part plays default animation), ZHAO still functions in replacing my walk animations. I was wondering: Why? |
Travis Lambert
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02-13-2007 08:53
I made a short AO to hold my arm in a particular position whenever I have the object attached, however, it seems to fail when in a noscript area. The script basically goes something like every .25s, start animation. I notice that even when my script fails (body part plays default animation), ZHAO still functions in replacing my walk animations. I was wondering: Why? I would guess that your animation is triggered by something caled a 'Timer Event', which is set to fire off every 0.25 seconds. Each timer event is a new event, I believe - and thus, will stop firing new events once you enter a no-script area, if that makes any sense. Perhaps your ZHAO doesn't use a timer, and instead replaces your walk animation some other way that does not create a new event constantly. _____________________
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RobbyRacoon Olmstead
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02-13-2007 09:23
up. would like more input on this. especially: if all the objects and scripts i'd use on my land are made by yours sincerely, would "no scripts" ever be a problem -- and, would it be 100% protection against script attacks (that aren't caused by me ![]() No, there is no such thing as 100% protection. I have a gadget that works in all no-script zones (assuming that it was running prior to entering said zone), including Welcome Area zones, that can launch you across the sim or farther. It is not a weapon, per se, that is just one possible side effect. That does not mean that no-script is not worthwhile though, it will stop the vast majority of griefer weapons. As to the other part of your question, I cannot recall ever having a problem running my own scripts on my land when no script was turned on, it would seem that you are pretty much allowed to run all of your own scripts. I wish the "objects entering from other parcels" thing were as consistent or logical for your own objects, but scripts work fine. |
Threshin Barnett
Registered User
Join date: 14 May 2006
Posts: 96
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02-13-2007 12:16
Simple answer to the original question: yes
With the new weapons out, the ones that work in NO push/damage/build/script, some sim owners and businesses are hard pressed to explain why they're still in sl. They have no way to back things up (rollback doesn't work with the new weapons), protect themselves, or even get real support. (Sorry, Lindens, you haven't been much help with this.) We have had several major sims/businesses close recently and cash out of SL because they had had enough. I'm hoping it's a trend that slows or even stops soon. We need ways to fight these new weapons, or ban the groups that use them for, what they call, griefing fun :/ |
Angel Fluffy
Very Helpful
Join date: 3 Mar 2006
Posts: 810
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02-13-2007 14:37
I'm not sure if this is still true, but it used to be the case that 'no script' settings only take effect up to 50-60m above the land. Meaning : you can fly above this limit and then all your scripts will work again.
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