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Really really weird problem with llSay() etc output commands not outputting...

Flyte Xevious
Registered User
Join date: 28 May 2004
Posts: 27
07-03-2004 22:04
For the past couple of days I've been having this really weird problem with anything having to do with text output. It only happens to new scripts that I create and my old ones work fine. If I output some text with an llWhisper, llSay, llShout or llInstantMessage the script executes but I don't get any text on my screen. I have tried various sims and objects. I've tried creating a new script and cut n pasting the code into a new script. I will try copying an old script, deleting the text and pasting the new code in it to see if that helps but I think that's getting loopy. Anyway I finally got so desperate I changed it to llEmail. Now, I have one attachment I use regularly that trades emails with a client on my system and average time from SL to my inbox is under a minute, but I did that on purpose (data in batches). However after I did the test with llEmail, the email arrived over 2 hours later. It makes me wonder if the text is popping up in the various sims I was in 2 hours after the fact...

I'm just wondering if anyone else is having this problem. I've talked to Kelly Linden about it and filed a bug report and an update to the bug report. Basically its making any kind of script debugging extremely slow and frustrating. After several hours the scripts start working correctly and life goes on. Talk about lag....

- Flyte
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
07-03-2004 22:26
I havent been experiancing any problems with chat functions whatsoever... are you sure you dont have "Object" muted? It would help if you posted the portion of the code that's giving you problems :D
==Chris
Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
07-04-2004 05:20
I saw something like this happen the other day (before my computer was destroyed by lightning). I would try to edit old scripts, and they would never function again (no chat, nothing). I would create the default script in a new prim, and it would work fine.

When I can reproduce the problem, I'll file a bug report as well.
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
"Object" muted?
07-04-2004 11:01
What does "Object" muted mean?
Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
Re: "Object" muted?
07-04-2004 12:17
From: someone
Originally posted by SuezanneC Baskerville
What does "Object" muted mean?


If you mute an avatar named "Joe Avatar," you won't hear any objects that are named "Joe Avatar" either. If you mute "Object," you won't hear anything said by any object named "Object," which is the name that many people leave on their objects while testing them.

(Edit: This is probably not what is happening with Flyte Xevious, though.)
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
Re: Re: "Object" muted?
07-05-2004 08:44
From: someone
Originally posted by Jake Cellardoor
(Edit: This is probably not what is happening with Flyte Xevious, though.)
I disagree - this sounds EXACTLY like what Flyte's problem is. The classic tale tell sign is 'old scripts work fine but new ones don't'. Why? Because your old scripts are on old objects that you have renamed from 'object' otherwise they would be in a horrible mess in your inventory. Worse than the horrible mess most people's inventories already are.
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