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What Could Turn a Script Off?

Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
10-28-2004 16:43
just in the last few days i've noticed some of my attachments that have scripts aren't working. after looking into it for a while i found that the "Running" checkbox in the script got unchecked. i didn't uncheck it and i got nothing in my scripts that would do that if it's even possible. is there any condition that can uncheck that automatically?
Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-28-2004 16:51
SL Bug - Help menu, Report Bug. Usually caused by a faulty teleport. Sometimes curable by rezzing the object, selecting it and choosing Recompile Scripts in Selection from the Tools menu. If that fails, you might beg the creator for a replacement, but it isn't their fault.
Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
10-28-2004 16:53
fortunately i'm the creator so nice to know i can stop blaming myself. what to report it as? i dunno when or where it happened so all i can say is "script stopped".

speaking of, is there a way to do this with a script on purpose?
Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-28-2004 16:54
llSetScriptState
llSetScriptState(string name, integer run);

Toggles the specified script on or off. Pass FALSE to stop a script and TRUE to restart it.
Raz Rutledge
Registered User
Join date: 13 Aug 2004
Posts: 12
10-28-2004 19:00
So could it happen that the script for a non-modifiable object could be turned off because of the teleport bug and the person wearing it, who bought it from a vendor, can never turn it back on? If so, this is pretty serious problem.
Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-28-2004 19:15
* nod nod * looks towards Phillips' $8M... wonder if something so simple can be fixed with so much money....
Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
10-28-2004 19:43
maybe you could put another script in the object with:

llSetScriptState("name of the main script", TRUE)

in the state_entry and hope the bug doesn't get them both. i dunno, maybe the bug kills all the scripts in an object. i only have one script in my bugged objects.