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active script needing to be passive

Perwin Rambler
Registered User
Join date: 24 Mar 2005
Posts: 152
07-26-2005 10:52
ok I have a script that when I touch does a repeating scan for an object. When I touch it again it stops the scan.

At this point if I use the scan-foo to scan for active items this object still shows up as active.
if I recompile it is goes off the list.
I even tried to make it reset the script after the second touch still shows as active.

can it be the touch_start event that is keeping it active?
Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
07-26-2005 11:42
From: Perwin Rambler
ok I have a script that when I touch does a repeating scan for an object. When I touch it again it stops the scan.

At this point if I use the scan-foo to scan for active items this object still shows up as active.
if I recompile it is goes off the list.
I even tried to make it reset the script after the second touch still shows as active.

can it be the touch_start event that is keeping it active?



No,if the script has listen, sensor or timer event handlers that have received events it is thereafter considered to be active. I think this is a bug maybe.


Create a default state with no listeners, timers or sensors and using llResetScript (I think) you can fool the system into thinking it's inactive again. ie: keep your sensor in another state other than default and use llResetScript once you've done with the sensor.
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
07-26-2005 12:44
Interesting Lauko...

I have previously noticed that if you put touch or money in default but transition to another state without those events, it doens't return when you invoke "state default" again.

It's the same bug I believe, and i reported it with a simple demo script. Seems it goes further than I thought.

/esc
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slow but steady
Join date: 4 Dec 2004
Posts: 129
07-27-2005 13:27
Kind of have to ask if the sensor sensor is acuurate. I mean, if it's off it's off. No?
Everything uses some degree of resources...