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An animation script that doesnt lag due to attachments?

Jesse Murdock
Moves You
Join date: 23 Jun 2004
Posts: 149
08-01-2006 10:49
Is there such an animal? Since being given the script digest in estate tools there's one thing that continues to bug me. All animation scripts seem to have an undetermined higher run time on a per-case basis depending on what attachments the avatars using them are wearing. High prim attachments and scripted attachments alike, and no not just animation attachments like ao's.
For instance, one gal was weariing a multi scripted weapon of the "force" type star wars themed kind, and the dance ball she was using registered a whopping 78 ms. No not .78, not 7.8... 78! She took it off on request and the time dropped back to a more comfortable range (wipes brow ).
As attachments and huds become more and more diverse and feature full, I hope so do our accompanying augmentation devices such as animators and vehicles, I can only guess what the run times on a feature filled vehicle must be when wearing a full combat attachment set.
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nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
08-01-2006 11:33
I'm guessing you are referring to the script time for objects which are sat upon. These display the total script time for the linked set and, while an avatar is sitting upon it, will include the script time for all attachments too.

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http://ordinalmalaprop.com/forum - Ordinal Malaprop's Scripting Forum
Jesse Murdock
Moves You
Join date: 23 Jun 2004
Posts: 149
08-02-2006 11:22
I was afraid of that. TYVM :)

runs off to invent an attachment crowbar
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