Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Scripts keep working in no-script area?

Geraldine Giha
Registered User
Join date: 26 Apr 2007
Posts: 3
05-28-2007 05:44
Hi all,

We all know that scripts should not work in a no-script area, but recently I've seen some scripts that keep on working, even when you are in a no-script place.

For example, my Mystitool AV radar keeps working great in a no-script place, and the menu button of the Mystitool HUD keeps functioning as well. Also, some chat commands (like Movelock) keep responding and functional.

Another example: My ZHAO animation override HUD has some troubles in a no-script place (like not being able to hide/show buttons, open the menu etc) but the on/off button works as normal.

The same with my HUDDLES EZ animator HUD. The AO on/off button (when minimized) and the minimize/maximize button keeps working. When maximized, the script cannot move the button text to it's location, but I noticed that the buttons on the HUD keep working (for example, when your button is a landmark, it will open the map).

So how is this possible? And is it only HUD related? I created a very very simple HUD (only says some words when being touched) but it refuses to work in a no-script area.

ZHAO is open-source, so I checked how the on/off button works. When touched, it sends a llLinkedMessage, that will trigger the on/off functions in another script. But when I try something similar in my own HUD, it doesn't work in a no-script place.

So anyone have an idea of what's going on? Why doesn't my super simple HUD works and more complex script like the AV radar do??
RJ Source
Green Sky Labs
Join date: 10 Jan 2007
Posts: 272
05-28-2007 05:54
"The no-script "field" extends only 45m in the air, but only stops scripts from executing if they're not already running when they enter the zone (parcel/region/simulator). (Say, if they're in attachments and the user teleports in, or if the user tries to start a new script.) Scripts that are already running when they enter the zone will still work."

http://rpgstats.com/wiki/index.php?title=LlScriptDanger
Geraldine Giha
Registered User
Join date: 26 Apr 2007
Posts: 3
05-28-2007 06:38
Thank you for your reply. I didn't know about the 45 meter high no-script field, that is good to know. I also thought that it would have something to do with "not stopping already running scripts". But now some other questions remain:

1. When I TP directly into a no-script area, Mystitool radar keeps on working. So I guess TP'ing doesn't stop running scripts in HUDs, and therefore the no-script does not block it (since it is still running?)

2. What exactly *is* a running script? And when does a script *stop*? I mean, my very simple test HUD is running in a script zone, but if I walk a meter from a script area into a no-script area, it stops working. I'm sure I didn't stop the script, so it would have to keep on running and working in the no-script area, just like my Mystitool av radar.

So why-o-why is my own made HUD stopped by the no-script zone? I assume it was "running" since it was waiting to be touched in the script area. And when I'm in a no-script zone, I don't have to "start" it once I walk into a script area.

BTW, I gave the Mystitool HUD a reset in a no-script zone and it stopped working until I moved into a script zone. So that is expected behaviour.