Does llDialog shout or not?
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Nickola Martynov
Registered User
Join date: 1 Aug 2007
Posts: 60
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05-01-2008 06:22
I live on two adjoining, but separate, parcels and I created a script to change the radio station by choosing from a menu of selections. I'm relying on llDialog shouting on a chosen channel so a second prim with the same script on the next parcel hears it and changes the station accordingly.
It works fine as long as the two prims containing the script are within 20 meters of each other. But my workshop, where I want prim #2 to be located, is 30m from the main building, where prim #1 is. And when the prims are more than 20m from each other, they don't communicate.
According to the wiki, llDialog shouts the menu selections on the channel, but that doesn't seem to be working for me here. I can make it work by shouting the command myself on the channel from much farther away, and I guess that would be the workaround for the script. But I don't understand why, if llDialog is supposed to shout the command, it's not working.
I was planning to use the concept to run a number of things on my two parcels. Having to repeat the menu commands with llShout seems like a lot of extra coding.
Is the wiki wrong or am I missing something?
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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05-01-2008 06:37
Yeah it should be say, no idea why someone recently changed the wiki text to shout. At least, the 20 meter thing is something I've run into.
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Nickola Martynov
Registered User
Join date: 1 Aug 2007
Posts: 60
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05-01-2008 06:57
Ah, so it is the wiki.
Thanks Viktoria. I'll adjust my script accordingly.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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05-01-2008 07:35
There were some old "shout" typos in the wiki that were propagated, now it matches what happens in world =)
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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05-01-2008 12:11
Dialogs have some odd properties, if you open a dialog on an object, then TP to a new sim, the object in the original sim will still receive the answer. I'm guessing this is related to the fact you're still a child agent. But It also indicates it's not quite the same as a normal Say.
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Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
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05-01-2008 12:56
And some more possibilities...  From: The Original LSL Wiki
"Even though the chat will originate with the user's name and key, the chat position will be centered at the object calling llDialog. This ensures the object will be always within listening range of the answer."
"This is no longer true. Not sure whether its a bug or on purpose, but for a while now, if the avatar who triggers the dialog moves 20m away from the triggering object before choosing one of the buttons, the button choice will never reach the triggering object"
"llDialog will only work if the user identified by id is in the same region or if they have been to that region and left but have not yet logged out."

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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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05-01-2008 20:10
I think that the lslwiki.net "no longer true" comment might have been about attachments that try to send a dialog response to a stationary object. I've been farting around today with prims that send dialogs and listen to themselves and one another, moving them around to different points while attached and sitting by themselves, trying the moves at different points in the sequence, to get the SL wiki's entry in line with reality.
And yeah, the user interaction part does have nice properties. The behavior described at lslwiki.net seems to be right (same region to start, anywhere else until logout) but wants a little more testing.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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05-01-2008 23:29
One thing I've noticed before is that if you are moving REALLY fast (flight assist, or when orbited), often an attachment will not be able to hear a dialog response. Just a little tidbit to ponder/mess with. Don't know how much this is still true; the last time I noticed it was on the order of months ago.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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05-01-2008 23:42
From: Hewee Zetkin One thing I've noticed before is that if you are moving REALLY fast (flight assist, or when orbited), often an attachment will not be able to hear a dialog response. Just a little tidbit to ponder/mess with. Don't know how much this is still true; the last time I noticed it was on the order of months ago. That makes sense, from the way the Lindens explain how listens work. If you moved more then 20 meters between the dialog getting its chat out and the message getting through the queue to your listen event (yay lag), you would be out of luck.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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05-02-2008 00:58
Hmm, even in a prim zooming around with warppos within a region, menu listens seem to hold up very well. Near region crossings, it's pretty easy to make them fail just with some flight assist. So missed listens are looking more like regular SL borkage than any limitation in llDialog.
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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05-02-2008 01:34
It does an llSay as if it were coming from the avatar, but it does it from the position of the receiver script so that even if an avatar were out of range when they pushed the button, the script will always hear it.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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05-02-2008 01:44
From: Johan Laurasia It does an llSay as if it were coming from the avatar, but it does it from the position of the receiver script so that even if an avatar were out of range when they pushed the button, the script will always hear it. Yep that's well established, Hewee's observation was about an object that can't always hear things originating from itself. And region crossings do mess with that.
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