Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-30-2005 11:27
One of the items in the 1.6.9 patch changelog was "added menu items to Tools menu". It turns out these items are very useful! We have three new menu items: "Set scripts running in selection", "Set scripts not running in selection", and "Reset scripts in selection". These join "recompile scripts in selection", which could be used as a slow way to reset all of the scripts in an object. The ability to set all scripts not running may help us to stop run-away objects quickly without having to fish around in the object's inventory. I hoped that the ability to reset all scripts might let us get around an issue with script errors. If you have an object with a script in it that has a run-time error (like "stack heap overflow"  , and you don't have modify rights to the script itself, you can't reset it. This means that you pretty much lose all use from the object, which can be a big problem if the content creator won't give you a refund or a replacement. Unfortunately, none of the new menu items are available on objects that you don't have modify rights on, BUT, if you have the ability to modfiy the object itself, even if you can't modify the scripts, you can use the "Reset all scripts in selection" option to regain the usefulness of a dead scripted item. I'm not sure if mod rights allowed you to click the reset button in a script you couldn't modify... this would require further testing. Anyway, this is yet more useful but mostly undocumented functionality in the tools menu. If you don't already know how to use those other two items at the bottom of the tools menu, read up on them here: /13/30/49092/1.html
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Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
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07-30-2005 12:02
From: Lex Neva One of the items in the 1.6.9 patch changelog was "added menu items to Tools menu". It turns out these items are very useful! We have three new menu items: "Set scripts running in selection", "Set scripts not running in selection", and "Reset scripts in selection". These join "recompile scripts in selection", which could be used as a slow way to reset all of the scripts in an object. The ability to set all scripts not running may help us to stop run-away objects quickly without having to fish around in the object's inventory. I hoped that the ability to reset all scripts might let us get around an issue with script errors. If you have an object with a script in it that has a run-time error (like "stack heap overflow"  , and you don't have modify rights to the script itself, you can't reset it. This means that you pretty much lose all use from the object, which can be a big problem if the content creator won't give you a refund or a replacement. Unfortunately, none of the new menu items are available on objects that you don't have modify rights on, BUT, if you have the ability to modfiy the object itself, even if you can't modify the scripts, you can use the "Reset all scripts in selection" option to regain the usefulness of a dead scripted item. I'm not sure if mod rights allowed you to click the reset button in a script you couldn't modify... this would require further testing. Anyway, this is yet more useful but mostly undocumented functionality in the tools menu. If you don't already know how to use those other two items at the bottom of the tools menu, read up on them here: /13/30/49092/1.htmlWow, thanks for posting this. I can think of at least one recent situation when it would have been helpfull for me to know about this. I know they are busy and I dont blame them for it, but those Linden "this is what changed" announcements leave a lot to be desired in terms of detail. 
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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07-30-2005 19:17
The 1.6.8-4 patch and 1.6.9 patches fixed an exploit related to recompiling scripts (and i won't go into it as it would be a TOS violation but I will compile here some publicly available information). When a script is compiled the, client takes the scripts text and feeds it to a built in compiler in the client, then uploads the script text and bytecode (common knowledge if you read your log file). When a script is recompiled the exact same thing happens (check the log). Do you see the possible flaw in the system?
Hence why you can no longer can recompile scripts that you don't have perms to.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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07-31-2005 00:42
So what about if the owner of a no mod item could reset the scripts but not recompile them? Surely resetting wouldn't suffer the same problem as a full recompile.
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Blain Candour
Registered User
Join date: 17 Jun 2005
Posts: 83
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08-01-2005 15:40
I actually would up having to use the reset one. I made a prim that was supposed to die after being spawned from an item and put the timer in the wrong part so it would just die on rez period after a second. rezzed it and quickly did the reset scripts in selected and saved myself fomr having to go to a no script area just to edit the little bugger.
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