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link Num of Avatar that sat? |
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Brandi Lane
Registered User
Join date: 2 Apr 2007
Posts: 157
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01-16-2008 12:36
OK, so other than the brute force method of iterating thorugh every prim and querying it, is there some slick way to figure out what the link number is of the avatar that just sat?
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-16-2008 12:41
This may not be what you mean, but since the order of prims isn't changed when someone sits, you could capture a list of prim keys and then do a binary search for the first one that is different....
![]() (That's O(log N) rather than O(N) for each sit. ) |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-16-2008 12:46
Okay. But more seriously, according to http://www.lslwiki.net/lslwiki/wakka.php?wakka=link "Avatars seated on an object are assigned link numbers at the end of the linked set in the order seated." I'm not sure how much this can be relied upon to stay constant, especially because it does not also seem to be stated in http://wiki.secondlife.com/wiki/LSL_Portal anywhere, but there you are.
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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01-16-2008 12:49
Okay. But more seriously, according to http://www.lslwiki.net/lslwiki/wakka.php?wakka=link "Avatars seated on an object are assigned link numbers at the end of the linked set in the order seated." I'm not sure how much this can be relied upon to stay constant, especially because it does not also seem to be stated in http://wiki.secondlife.com/wiki/LSL_Portal anywhere, but there you are. I think people would riot (again) if LL changed it.. There is mention of it in places like http://wiki.secondlife.com/wiki/LlGetNumberOfPrims . _____________________
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-16-2008 19:28
makes me wonder how havoc 4 hanfles it...
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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01-17-2008 08:10
Having avatars show up as members of an objects link set is, supposedly, something that LL didn't mean to happen but turned out to be one of those bugs that people found useful.
This summer, LL "fixed" this bug along with some other (sim crash?) issue, despite Strife saying that it would certainly generate an angry mob of product creators. The mob formed, LL said "but it's not supposed to work!", the mob got bigger, LL put the original & unintended functionality back in. I'm guessing that Havok4 will work the way it works today. _____________________
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-17-2008 23:08
right but doesn't h4 support heirarchical linking? can av's still be addressed the same way? or maybe even a better way?
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-17-2008 23:29
right but doesn't h4 support heirarchical linking? can av's still be addressed the same way? or maybe even a better way? Oh MAN!!! DOES IT?!?! Damn! I'd be in such heaven! Of course, the question is not just whether the engine supports it, but also whether LL USES it. :-/ |
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
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01-17-2008 23:39
Having avatars show up as members of an objects link set... [snip] This summer, LL "fixed" this bug... |
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
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01-17-2008 23:44
Oh MAN!!! DOES IT?!?! Damn! I'd be in such heaven! Of course, the question is not just whether the engine supports it, but also whether LL USES it. :-/ The single level of hierarchy goes to the core of the code - the entire system makes assumptions about this which makes it a huge task to change, not even considering the UI changes that would be needed. While this change is something many of us think is needed, working on this change is not currently on the roadmap that I know of, which means work on it is unlikely to even start within the next year. ![]() _____________________
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