I want to know how exactly the checkbox of "allow other residents: run scripts" in the parcel options affects scripts. I did a few experiments and wasn't able to come to a clear behaviour.
The other question I have is what are outside scripts. I wasn't able to find a concrete description of that. I would assume outside scripts are scripts in independent objects... compared to scripts in attachments and HUDs. But thats mainly a guess. How are outside scripts treated different or is there no difference except different positioning and movement constraints (and other lsl stuff where definitively noted)?
What I observed are three things:
1. A scripted object that moves slowly from one parcel side to the other stops moving immediately if I disable scripts on the parcel the script is on. The move was little llSetPos() steps in a for loop. So the scripting vm seems to stop the script immediately.
2. My AO HUD seems still to display new animations despite the fact that scripts on a parcel are disabled. Though the HUD interface is stopped only the AO start/stop button displays different textures after a click (red for stop/green for running)
3. Another HUD doesnt react at all to clicks and seems to be stopped.
As the results aren't relly clear I would like to know how scripts are generally affected. Should they stop immediately and everything else like a still scripted behaviour of a HUD button is a bug?
As I am only able to test disable scripting on group land... and the options tab states "allow other residents to..." does it behave different for the scripts of the landowner.... As I tested it a deeded script does stop working.
Does disable scripting behave different on the mainland and on a private sim (like the estate tools giving the sim owner more power as well)?
All my results don't give me a definitive confirmed answer to my questions. I hope that someone else knows more.
Regards,
Leff.
Leff.