Scripts in 'no modify'objects
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Jahliki Shabazz
Registered User
Join date: 25 Jan 2007
Posts: 4
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03-10-2007 18:46
if a resident owns(purchases) a scripted no modify object can they remove the script from the object?
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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03-10-2007 20:25
Strangely, yes they can. If the object is no mod, no copy, and the script is no copy, the object is then broken. It's a pain.
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Jahliki Shabazz
Registered User
Join date: 25 Jan 2007
Posts: 4
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03-10-2007 21:56
Thanks Jillian! Under what conditions, if any, would a resident NOT be able to remove the script? It sounds like they would not be able to if the script was copyable. Is this correct? And if so, under what other conditions would they NOT be able to remove the script from the object?
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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03-11-2007 04:55
No conditions - folks can delete a copyable script - though its less likely folks will do that. You can not rely on permissions to keep the script in the object.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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03-11-2007 09:37
...and some might argue that this is perfectly fair. I bought a pair of Moopf Murray skates, and stuffed the script into my own skates. That should be fair, right? In the real world, I can buy a car and, well, remove the engine and use it in another car, if I'm that weird and talented... that's fair, isn't it?
Lots of people don't realize that removing a script from a no-modify object is possible, and this opens up a lot of security holes. If your script relies on never being reset, then it's vulnerable to me futzing with it by pulling it out and putting it in a new object, which will essentially reset it.
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Prospero Frobozz
Astronerd
Join date: 10 Feb 2006
Posts: 164
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03-11-2007 09:47
From: Lex Neva Lots of people don't realize that removing a script from a no-modify object is possible, and this opens up a lot of security holes. If your script relies on never being reset, then it's vulnerable to me futzing with it by pulling it out and putting it in a new object, which will essentially reset it. Call me a zealot, but I release all my scripts GPL anyway, so I'm perfectly happy with people pulling them out and mucking about with them. I do sell some objects that use those scripts. Why would anybody pay? I'm hoping that for some, the convenience of having an object that's working is worth it over putting the scripts together into objects themselves. If not -- well, I'm not trying to earn a living, so it's not a big deal for me. -Rob
_____________________
--- Prospero Frobozz (http://slprofiles.com/slprofiles.asp?id=6307) aka Rob Knop (http://www.pobox.com/~rknop)
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Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
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03-11-2007 12:51
From: Lex Neva If your script relies on never being reset, then it's vulnerable to me futzing with it by pulling it out and putting it in a new object, which will essentially reset it. However, you can code to make a script seriously malfunction when subject to an unauthorised reset... if (llKey2Name(llGetOwner()) == "Pale Spectre") init(); else llOwnerSay("Script reset not allowed - now you've broken it. :(");
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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03-11-2007 12:54
From: Pale Spectre However, you can code to make a script seriously malfunction when subject to an unauthorised reset... if (llKey2Name(llGetOwner()) == "Pale Spectre") init(); else llOwnerSay("Script reset not allowed - now you've broken it. :("); Just so everyone knows, llKey2Name will only work if the agent/object represented by the key is in the sim at the time of the call.
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Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
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03-11-2007 13:02
Hehe... don't worry, I'll be there working on the code. 
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Jahliki Shabazz
Registered User
Join date: 25 Jan 2007
Posts: 4
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03-11-2007 19:51
Thanks to everyone. You all really know your stuff. Not the answer I wanted but you all have saved me a great deal of money, frustration, and most importantly my reputation!!
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