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Bartiloux Desmoulins
Think Kink? Think Bart!
Join date: 27 Sep 2005
Posts: 121
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01-17-2007 05:01
As an aside, I thought I'd share with all of you a bit of performance information that somewhat surprised me.
The project that this was related to involves a script in the root prim doing a llMessageLinked to all prims in the object. This particular object has nearly 200 prims all of which are "standing by" waiting to receive a linked message. When they receive a message, the integer is checked for a particular value from 1 to 4. If the particular value is evaluated and found to be true, an llSetPrimitiveParm is executed changing the texture of all faces of that prim. Testing this project in a relatively busy SIM, I found that the prims' texture change operation takes place almost immediately. I don't have any stop-watch times to share but I was most impressed that all these linked messages and texture changes were taking place in a VERY reasonable time frame. Anyway, that's my findings. Thank you, again, for helping me stick a fork in this project and knocking it out! Sincerely, Bartiloux
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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01-17-2007 09:02
I've had some counterintuitive results when using != and && or || (AND or OR). Try and deal with positives (==), if you can, rather than negatives (!=). Or nest your logical IF's, rather than ganging them up in one logic statement. It may add a few lines of code.. but it will help you debug the issue better.. since you can add a bunch of llSay(0, "working at line 94" ;
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TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
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01-17-2007 09:13
another thing that seems to cause scripts to be put in the prim b e set to not running is when instead of draging the scripts itself from the inventory to the contents of the prim you drag the fodler containing the script to the contents of the prim
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