Have I missed something or has this function been changed.
I am getting funny results from an object which under LSL works fine including the llSetScriptState(llGetScriptname(),FALSE) but under MONO fails.
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llSetScriptState and MONO |
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Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
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12-08-2008 12:50
Have I missed something or has this function been changed.
I am getting funny results from an object which under LSL works fine including the llSetScriptState(llGetScriptname(),FALSE) but under MONO fails. |
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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12-08-2008 12:51
What kind of funny results?
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Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
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12-08-2008 15:02
Not stopping the script when setting is to FALSE.
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Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
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12-08-2008 15:55
It's always run on a bit after the call. You need to be sure there's nothing after it, e.g. put it in an event handler at the end and rely on an event such as link message to get it running again after it's been re-activated.
NB - Don't save any state information in an inactive script, if it's taken into inventory, crosses a sim boundary, or the sim resets you'll loose it. Under those circumstances inactive scripts are reset to their default states. |
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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12-08-2008 16:02
Working fine for me
CODE
CODE
"[16:00] Object: Turning script off [16:00] Object: Turning script on [16:00] Object: I am working [16:00] Object: Turning script off [16:00] Object: Turning script on [16:00] Object: I am working [16:00] Object: Turning script off [16:00] Object: Turning script on [16:00] Object: I am working [16:00] Object: Turning script off" EDIT: I guess more importantly; this script works fine too and only returns a result the first touch: CODE
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Gregory McLeod
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Join date: 21 Oct 2006
Posts: 278
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12-09-2008 03:22
Thanks for that Jesse,
The problem is I am coming back to revisit an object that I had thought was finished but have had reports of actions not happening as they should. Nothing can be more dicouraging if you get to the end of a game and the last piece will not move to its final position. Before I restructure the whole object to make use of increased facilities provided by MONO I thought I would try a straight recompile. I had tested this method on the test grid and it worked then which is why I asked about any changes. The scripts in the object which use SetScriptState (FALSE) set themselves to non running like your example and are then restarted by a script in another linked prim. These linked prims are triggered to restart the non running script after some event (usually a message from a non linked object being rezzed). The original problem which required this procedure was the time delay from rezzing a large object to it being able to respond to further messages from the (then) non running script. So it all has to do with timing which is vastly different under MONO. |