Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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04-26-2005 03:09
All I want to do is detect changes in inventory... anyone know how laggy using changed() states are?
Has anyone does a test to say... see how much a sim is affected by 100 scripts with a basic script?
changed(integer change) { if(change & CHANGED_INVENTORY) { } }
Do we have results comparing this with listens, sensors, etc?
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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04-26-2005 03:21
An event handler shouldn't cause any lag unless it's being called. It will lag exactly as much as you "change" the object. I suspect the actual data transfers pertaining to llGiveInventory will lag a lot more than their detection though...
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Jack Lambert
Registered User
Join date: 4 Jun 2004
Posts: 265
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04-26-2005 20:36
Confirmed. In my experience, it's quite quick.
--Jack Lambert
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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04-26-2005 21:15
thanks for the input. I'm opting to use this 
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
Visit my SL blog: http://secondtense.blogspot.com
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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04-27-2005 11:41
moving too much inventory between objects via llGiveInventory will result in trasfers being dropped over a time period will. I experienced dropped transactions when moving 3 (or was it 4?) items per second, moving in total about 600 items. I did this test during 1.5,
The object in question is a map rezzer that uses landmarks to build a grid map. It gives a copy of each landmark to the tile after the tile is rezzed. The rezzer is a script set, where llRezObject and llGiveInventory delays set the pace of the rezzer (it uses object_rez events for handling the inventory give).
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