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How to handle "No Script"-Areas?

Joshua Philgarlic
SLinside.com
Join date: 29 Jan 2007
Posts: 143
09-24-2007 16:24
Hi everybody!

I've scripted a little AO with an additional sound looping. There's the problem that both - the animation and the sound - keep on playing when I enter an area where scripts are not allowed. Okay, I can stop the animation using Tools > Stop All Animations, but the sound keeps on playing!

Is there any possibility to tell the script to enter a "shut up!" state???

If not: that would perhaps be a good idea for the Lindens to add a new LSL-state like "on_NoScript" ;-)
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
09-25-2007 00:30
I've never tried but I'm given to understand that if a script calls llTakeControls from an attachment, it continues to execute even in no-script areas.

There's also llGetParcelFlags that might be used to detect when the avatar is moving in the direction of a no-script parcel.
Joshua Philgarlic
SLinside.com
Join date: 29 Jan 2007
Posts: 143
09-25-2007 10:03
Thank you, Qie, it works :-D!!
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
09-25-2007 23:23
From: Qie Niangao
I've never tried but I'm given to understand that if a script calls llTakeControls from an attachment, it continues to execute even in no-script areas.

There's also llGetParcelFlags that might be used to detect when the avatar is moving in the direction of a no-script parcel.


MUAH!!!! this is what I love to hear.... have attachments that work on similar basis to AO.... this should help

funny that one of the more likely sources of scripting lag (AO's) would be the one thing immune.... never understood why people set no script land.... must be fun reseting all their scripts come rolling reset time