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Sensor changes?

Spiritfire Musketeer
Designing Knight
Join date: 1 Oct 2005
Posts: 65
07-19-2006 11:46
Since today's update, now I get popup boxes from scripted objects telling Me when "can't find xxxxx". Is anyone else seeing this? This is going to screw up a lot of things.
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Owner of Love's Retreat, a mountain resort with a shopping mall, dance club/lodge, and The Chained Tail Dungeon.
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
07-19-2006 12:27
Yup, bug reported it already.

Seems to happen when you attach an object with a sensor() event in it, or when you cross a sim boundary with one attached.
Spiritfire Musketeer
Designing Knight
Join date: 1 Oct 2005
Posts: 65
07-19-2006 12:28
Ok, I found out the problem. Reset the scripts and the message goes away.
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Owner of Love's Retreat, a mountain resort with a shopping mall, dance club/lodge, and The Chained Tail Dungeon.
Psyke Phaeton
Psyke's Defense Systems
Join date: 12 Oct 2003
Posts: 197
07-20-2006 01:15
I am also getting reports that my PersonalSecurity HUD and HomeSecurity Orbs scan but only detect some people. Or perhaps they are scanning once and never do another scan when llSensorRepeat() is used.
Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
07-20-2006 02:36
Yes, I've had this occur to me just now, tested by moving from Idu to Jieut (not working the other way round as Idu is no script).
What scares me is that its triggering not just my multitool (detecting people nearby with their locations), but my orbitter, so if it does detect someone... oh dear.

Theres certainly been some change to sensors, though will a recompile / reset fix them, or do we have to just live with it? For the time being I've detached the problem objects (not a good idea to orbit people as I cross sims), but bah, what an (unexpected) pain.
Adriana Caligari
Registered User
Join date: 21 Apr 2005
Posts: 458
07-20-2006 02:54
One thing I noticed this morning

Wearing a detector as a HUD i was picking people up in my sim ok.

I TP'd to another sim and was still picking up the original people 605m away.

Thought it was possibly just left over data in the array - until one of them moved.

IM'd the person in question and sure enough they were where the detector said they were and had just moved.


Once the sensor picked up people in the same sim tho' the outer sim detects disappeared.

Very strange
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Psyke Phaeton
Psyke's Defense Systems
Join date: 12 Oct 2003
Posts: 197
07-20-2006 04:53
llSensorRepeat() turns off silently if u teleport. Bug reported. Update in my vendo for my PersonalSecurity HUD.. send the broken one to me for a refund after buying the new one.

for those wanting to hack a fix

CODE

changed(integer change)
{
if (change & CHANGED_TELEPORT) llSensorRepeat("", NULL_KEY, AGENT, range, PI*2, time);
}
Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
07-20-2006 06:05
It looks like sensors are generally broken somehow. The plants in my eco-system I'm building in my sim all rely on various sensors and the whole system seems to be failing today. It also appears that timers in a lot of scripts have stopped too. :(

But it's not affecting all scripts I'd say about 50% :( Newly rezzed scripts seem to work ok.

It's hard to put a finger on the problem.
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Geometry is music frozen...
Silje Russell
lsl geek
Join date: 2 Oct 2005
Posts: 63
07-20-2006 06:27
From: Psyke Phaeton
llSensorRepeat() turns off silently if u teleport. Bug reported. Update in my vendo for my PersonalSecurity HUD.. send the broken one to me for a refund after buying the new one.

for those wanting to hack a fix

CODE

changed(integer change)
{
if (change & CHANGED_TELEPORT) llSensorRepeat("", NULL_KEY, AGENT, range, PI*2, time);
}


well not shure if it broken from my collars.
but it seems it trigers last action onto Teleport.
i had customers sending me IMs and it looks like that if they was addet owner onto the collar and get TP they wud try to add "new" owner when they TP close to the already owner..
so from my point of seeing it looks like last sensor actrion get repeated then sensor stop.

well this is from normal llSensor not llSensorRepeat
_____________________
Yes i know i got typos..
I got writing and reading problems.
but i am still a humen!!
Haramino Itoku
Registered User
Join date: 18 Jan 2006
Posts: 59
07-20-2006 06:35
i know this was aid befor but most of this can be fixed by resting the scripts in the object in question...for example my collar was cause me to float where ever i went i did a rest of all scripts and now it works fine the only thing i do not have access to rest is the script in my hud friends list(i forget what those huds are called) i will have more time to test this out when i get back from school
Abramelin Wolfe
Registered User
Join date: 17 Jan 2005
Posts: 121
07-20-2006 06:36
Its broken some of my items with sensors too. I did a small test in a script with llSensor in touch event and sensor and no_sensor events with little messages to say when triggered. I found that reseting a script temporarily fixes. but as soon as LLSensor has run once, it then will run again whenever sim crossing, teleporting etc.

Its totally nuts.
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Silje Russell
lsl geek
Join date: 2 Oct 2005
Posts: 63
07-20-2006 06:40
From: Haramino Itoku
i know this was aid befor but most of this can be fixed by resting the scripts in the object in question...for example my collar was cause me to float where ever i went i did a rest of all scripts and now it works fine the only thing i do not have access to rest is the script in my hud friends list(i forget what those huds are called) i will have more time to test this out when i get back from school



well great wid scriots that can be rested that use sensor..
bad ting wid thos scripts that store som data and have sensor. like most collars have.
well its a bug this so we can only cross ouer fingers and hope it get fixed.
_____________________
Yes i know i got typos..
I got writing and reading problems.
but i am still a humen!!
Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
07-20-2006 06:44
Recompile your scripts, and it all works again. The option's in the Tools menu, select the problem object and then recompile objects in selection. Whilest not always practical (you lose anything in the scripts memory), it does fix the bug. Now I don't orbit people on sim crossing, lol.
Abramelin Wolfe
Registered User
Join date: 17 Jan 2005
Posts: 121
07-20-2006 06:46
From: Ayrn Wake
Recompile your scripts, and it all works again. The option's in the Tools menu, select the problem object and then recompile objects in selection. Whilest not always practical (you lose anything in the scripts memory), it does fix the bug. Now I don't orbit people on sim crossing, lol.


I tried this yesterday in fact. recompile and reset. It fixed it temporarily. But as soon as llSensor had run. It then continued to do it every time sim crossing or teleport etc.
_____________________
Abranimations ® - www.abranimations.com

Main Store SLURL - http://slurl.com/secondlife/Animations/128/128/20
Follow me on Twitter - http://twitter.com/AbramelinWolfe

Silje Russell
lsl geek
Join date: 2 Oct 2005
Posts: 63
07-20-2006 07:19
but oki lets make a list of whats get stucket of this bugs then..
lets see. most collars use sensor for leash and get owner..
hugs and kisses to find taget..
som doors (well not many wearing doors for attachment *giggles*)
i know Xcite using sensor at som of the functions.
Hud scanners and protection system.
maybe som protection shield.
Orbits? (hope so *giggles*)
i am shure its lots more..
_____________________
Yes i know i got typos..
I got writing and reading problems.
but i am still a humen!!
Silje Russell
lsl geek
Join date: 2 Oct 2005
Posts: 63
07-20-2006 08:12
small scanner while we waiting for sensor to work corectly i wrote this for a friend of mine.

CODE

string displaythis;

default
{
state_entry()
{
llSetTimerEvent(5.0);
llSensor("",NULL_KEY,AGENT,96,TWO_PI);
}
timer()
{
llSensor("",NULL_KEY,AGENT,96,TWO_PI);
displaythis = "";
}
sensor(integer sens)
{
integer x;
for (x = 0; x < sens; x++)
{
integer dist = (integer)llVecMag(llGetPos() - llDetectedPos(x));
displaythis += llDetectedName(x) +" - "+(string)dist+"m\n";
}
llSetText(displaythis,<1,0,1>,1);
}
on_rez(integer t)
{
llResetScript();
}
changed(integer change)
{
if (change & CHANGED_TELEPORT)
{
llResetScript();
}

}
no_sensor()
{
llSetText("Nobody around",<1,0,1>,1);
}
}
_____________________
Yes i know i got typos..
I got writing and reading problems.
but i am still a humen!!
Adriana Caligari
Registered User
Join date: 21 Apr 2005
Posts: 458
07-20-2006 08:34
Did you know CHANGED_TELEPORT doesnt trigger in a child prim ?

( mine was in a hud - never realized that before today )
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Maker of quality Gadgets
Caligari Designs Store
Spiritfire Musketeer
Designing Knight
Join date: 1 Oct 2005
Posts: 65
Fixed!
07-20-2006 09:24
Ok, it was so simple I don't know why I didn't think of it before.

A sensor doesn't remove after it's triggered now (thanks for screwing this up LL). That's why after you TP, it triggers again. at the end of your sensor (and no_sensor) event, insert: llSensorRemove();

That will clear the sensor out. after that My subs collars are no longer getting the error messages of can't find Me.

of course this won't work for a repeating sensor. but at least this works for a single sensor.
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Owner of Love's Retreat, a mountain resort with a shopping mall, dance club/lodge, and The Chained Tail Dungeon.
Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
07-20-2006 11:30
From: Spiritfire Musketeer
Ok, it was so simple I don't know why I didn't think of it before.

A sensor doesn't remove after it's triggered now (thanks for screwing this up LL). That's why after you TP, it triggers again. at the end of your sensor (and no_sensor) event, insert: llSensorRemove();

That will clear the sensor out. after that My subs collars are no longer getting the error messages of can't find Me.

of course this won't work for a repeating sensor. but at least this works for a single sensor.


Spirit, have you bug-reported that? It may be the clue they need to find out what borked it!
Spiritfire Musketeer
Designing Knight
Join date: 1 Oct 2005
Posts: 65
07-20-2006 11:48
Come to think of it, no, I haven't. As soon as I get back in world in a while I will.

Thanks for the reminder. :)
_____________________
Owner of Love's Retreat, a mountain resort with a shopping mall, dance club/lodge, and The Chained Tail Dungeon.
Psyke Phaeton
Psyke's Defense Systems
Join date: 12 Oct 2003
Posts: 197
07-20-2006 15:14
So we have two problems?

llSensor() isnt clearing after running and re-triggers when TP happens

and

llSensorRepeat() doesn't repeat (or continues working in the old sim) after TP

??
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
07-20-2006 15:42
From: Joe Linden

<lljoe> Ralek: The sensor/region cossing bug will be fixed this evening.


...
Psyke Phaeton
Psyke's Defense Systems
Join date: 12 Oct 2003
Posts: 197
07-20-2006 21:47
Rolling update to fix llSensor() being triggered by sim change:
/3/20/122750/1.html

will this then make llSensorRepeat() keep running?