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llGetScriptName() broken in 1.12?

Riefa Rennebohm
Registered User
Join date: 9 Jun 2006
Posts: 14
08-23-2006 19:26
Am I losing my mind, or does llGetScriptName() now return an empty string? I had this script


default
{
state_entry()
{
llSetText(llGetScriptName(), <1, 1, 1>, 1);
llRemoveInventory(llGetScriptName());
}

}

running fine before the patch. If you drop it into a prim it would display the script name above the prim and them remove itself out of the prim inventory BUT after the patch it no longer works and gives a script error indicating that llGetScriptName() resolves to an empty string.

Is anyone else experiencing this?

Thanks :)

Riefa
Javier Puff
Xcite!
Join date: 7 Jul 2005
Posts: 86
08-23-2006 19:37
Confirmed. We are seeing the same issue.

edit: I submitted it as a bug also, hoping they fix it ASAP.

- Javy
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
08-23-2006 19:40
From: Riefa Rennebohm
Is anyone else experiencing this?

It'd seem so, yes o.O

gave it a quick try myself with utility script i have that sets texture animation and deletes itself... resulted in similar outcome.

edit: actually scratch that. It seems the script did delete itself fine, but the update of prim inventory didn't show on my screen until i deselected the prim in question and the selected it again. odd, but whatever o.o;
Riefa Rennebohm
Registered User
Join date: 9 Jun 2006
Posts: 14
08-23-2006 19:50
Doh! I didn't see that other post on the same issues.

Javier Puff?

/me nervously checks various inventory...ummm..gadgets to see if they still work)

:)

Riefa