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Scripts above No Script Zones

Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
03-29-2005 13:58
I'm working on a transporter system and want to make sure it works when moving over no-script zones. Simple question: Is it true that scripts will continue to function over land that is set to "no-script" as long as they are above a certain altitude? If so, what is that altitude? Thanks!
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
03-29-2005 14:36
Roughly 15m with the sole exception of the No Script sandbox, I believe. Use llGround and you should be fine in most cases.

And for actually checking whether No Script is on: http://secondlife.com/badgeo/wakka.php?wakka=llScriptDanger
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
03-29-2005 22:39
The Newcomb sandbox is no-script all the way up. All other no-script zones are supposedly up to 15m, but I've found exceptions to that (usually bugs). My rule of thumb is to never go below 17m, and to make sure that, if I do hit a no-script zone, the object is moving in such a way that it will soon leave the zone.

llScriptDanger() isn't much good, as it can't tell the difference between no-script and no-build, and no-build is much more common.
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Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
no script zones
03-31-2005 09:01
No script zones don't affect currently running scripts when they enter them? Do they?

I thought it was only if you tried to start a script in them that you had a problem.
Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
03-31-2005 10:24
I'm not really sure. I do know I've worn attachments with running scripts and had those scripts stop working when I entered the welcome center.

Does anyone know of a good place to test against no-script zones? Preferably, I'm looking for a sim where I could rez my transporter pad and have it move me across the sim over one or more no-script zones before reaching the destination.
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
03-31-2005 11:19
From: Zalandria Zaius
No script zones don't affect currently running scripts when they enter them? Do they?

I thought it was only if you tried to start a script in them that you had a problem.


A no script zone will stop a running script dead in it's tracks. It will continue to queue events for listens and such, but they won't be processed until the script leaves the no script zone.

At least this is my experience.
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
03-31-2005 23:09
A no-script zone will pause any script other than a vehicle script (however SL defines that) that enters it.
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perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
04-01-2005 02:30
From: Carnildo Greenacre
A no-script zone will pause any script other than a vehicle script (however SL defines that) that enters it.

In my isolated, unconclusive tests - vehicle is defined as:

1) Having an avatar attached to the object.
2) control events from llTakeControls

Note that starting up the vehicle is difficult in these instances.
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Talila Liu
Micro Builder
Join date: 29 Jan 2004
Posts: 132
04-01-2005 13:09
I have a script which I can attach in no script areas and they still work, still does what its supposed to, runs listeneres, changes states and all, but when It creates something those dont disappear, heh, because those have a fresh new script in them.