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Detecting Avatar Scripted Attachments?

Varkolak Fenstalker
Registered User
Join date: 14 Nov 2009
Posts: 3
12-07-2009 14:22
Is there a way to detect what an avatar is wearing? I mean what scrripted items they have on at any given time?

If so, either what is the script i need or where could i get one? So far i found llGetAgentInfo and llRequestAgentData but they dont seem to tell me what is worn by an avatar

Thanks
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
12-07-2009 14:29
Nope. This would require at least a modded viewer and possibly a bot. Even then, I don't think you'd be able to see what they have for HUD attachments.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
12-07-2009 14:32
No. If you have high enough estate privileges you can tell that someone is wearing scripted items -- at least you can if the person is carrying enough script load to show up on the top scripts listing -- but you can't tell which scripts they are. The only way I can think of to tell when someone has an attachment with a specific script in it is if the script is designed to communicate with you or with another script.
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Varkolak Fenstalker
Registered User
Join date: 14 Nov 2009
Posts: 3
12-07-2009 14:39
Yes sorry. I meant i needed to know that a script was present, as opposed to actually what it was.

Im looking at it from the viewpoint of a battle sim game. I'm trying to detect cheaters who are wearing scripted attachments (to gain speed, for instance) other than whats within the permitted HUD
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
12-07-2009 14:49
The answer's still no. Unless the script is designed to tell you that it is there, you can't detect it.
_____________________
It's hard to tell gender from names around here but if you care, Rolig = she. And I exist only in SL, so don't ask.... ;)

Look for my work in XStreetSL at
Varkolak Fenstalker
Registered User
Join date: 14 Nov 2009
Posts: 3
12-07-2009 14:50
Thanks for the help :)
Indeterminate Schism
Registered User
Join date: 24 May 2008
Posts: 236
12-11-2009 04:27
Exactly - you can tell if they have 'scripted attachments' but not what or how many. as soon as you mention "other than" it becomes impossible.

One possible, but probably not practical, work-around. Build a 'suit of armour'/'uniform'/'avatar' that consists of items to be attached at every possible attachment-point (38). A script in these could check http://wiki.secondlife.com/wiki/LlGetAttached to ensure they are in the right place and your HUD could ask them to verify there were no other scripts included. Each one could tell the HUD when it was detached, just in case cheaters wanted to replace them after being 'scanned'.

You'd need to work to reduce lag but all those little scripts for each avatar - let alone the ones you actually want them to use - would still be quite a load.
Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
12-11-2009 04:52
From: Indeterminate Schism
every possible attachment-point (38)
Emerald?
Indeterminate Schism
Registered User
Join date: 24 May 2008
Posts: 236
12-11-2009 05:09
Good point. So presumably Emerald's additional attachment-points are undetectable, in LSL anyway?
Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
12-11-2009 05:20
Hmm. I don't have Emerald installed so I can't experiment. But it would be interesting to see what llGetAttached had to say about those, how the attach event behaves with them and what, if anything, llAttachToAvatar does with them.

ETA: it's probably unfair to single out Emerald here; once they showed it can be done I expect everybody who's ever tinkered with the viewer source has tried to see how may replicated attachment points can be made.