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Objects freely crossing boundries?

offstar Charming
Registered User
Join date: 26 Dec 2004
Posts: 22
12-31-2004 15:05
Hey everyone!
I'm looking for some clarification on the permission of objects to pass certain in world boundries. I have a script which will make the object I apply it to follow the owner, but when I try to leave the sandbox in which I created it, it simply quits following and stops responding to 'touch' until I put it back into my inventory and start over in the sand box.

I though that by default STATUS_SANDBOX was FALSE, which I'm an not adjusting. This would imply to me that the object could freely follow me anywhere in world where scripts where allowed. Is this assumption correct? If not what do I need to do code wise or permission wise to allow the object to freely follow me?
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
12-31-2004 15:32
STATUS_SANDBOX is by default FALSE, if you dont explicitly set it TRUE in your script it shouldnt be a problem for you. Also, if your object freezes due to STATUS_SANDBOX, it will usually say something like "Script Runtime Error: Sandbot limit" or similar.

I'm assuming your following object is using a sensor to detect the position of your avatar. Sensors are notorious for being flaky when dealing with simulator boundaries. Personally, I like to use object chat (llListen/llSay/etc) when creating followers that need to be responsive over sim borders.

Also, there have never been permissions that block the movement or detection of any object.
==Chris
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
12-31-2004 15:40
If you're using the sandbox near the Welcome area, you may be walking into a no-script zone.
offstar Charming
Registered User
Join date: 26 Dec 2004
Posts: 22
12-31-2004 19:45
Interesting, yes the sandbox was near the welcome zone so that could be the case. I'll visit a different sandbox further away and see if the problem persists. My script does use a sensor to find me, I might be able to detect sim boundry changes within the script and reset the sensor to ensure it never becomes a problem. I do use an active timer, which I'm assuming doesn't have sim boundry issues. During the timer update I could see if the zone had changed and refresh the timer.

Thank for all your help!
offstar Charming
Registered User
Join date: 26 Dec 2004
Posts: 22
12-31-2004 20:28
Au yes! Both issues where actually happening. The area I was moving into was 'no script', I'll just make the script warn when entering and handle it that way. Also I have the script check the region and when it senses a region change it refershes the stale sensor.
Thank VERY much guys! I would have never caught that sensor bug on my own! :)
offstar Charming
Registered User
Join date: 26 Dec 2004
Posts: 22
12-31-2004 20:33
Hmm.. llScriptDanger seems to sense both 'no script' and 'no edit' but does not distinguish between the two. Any ideas on how to tell if the land you have entered doesn't allow outside scripts so that the script can put itself (and the object that contains it) back into inventory?

Or are we so lucky that the world will do this for us rather than leave our objects on the border?
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
12-31-2004 23:36
The solution I came up with for my mapping system was to rez a temp-on-rez prim, have it move to the location I'm wondering about, and have it report home. If it reports within 15 seconds, the location is assumed to be script-friendly. If it doesn't report, the location is assumed to be no-script.
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