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scripts on no script land?

Sho Iuga
Registered User
Join date: 6 Jun 2007
Posts: 35
02-28-2008 14:03
Why do some attachment scripts work on "no script" land, like the linden roads t.ex. ?

Well, I found one hack for that: making your HUD/attachment a vehicle.
Are thre any other options?
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
02-28-2008 14:08
I don't think making it a vehicle is what does it - calling llTakeControls is what does it. Most vehicles use that so that's why they usually work on no-script land...
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Sho Iuga
Registered User
Join date: 6 Jun 2007
Posts: 35
02-28-2008 14:12
oops, thanks. So takecontrol is it. outch, did both in testing and though it was the vehicle part. My bad.
anyway is this the only option?
Meade Paravane
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Join date: 21 Nov 2006
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02-28-2008 14:29
Only one I know of... (edit: in other words: maybe)
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Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
02-28-2008 15:11
Also being above a certain height, I believe. Something like 40-50m above ground. There might also be an absolute elevation requirement. Can't remember.
Sho Iuga
Registered User
Join date: 6 Jun 2007
Posts: 35
02-28-2008 15:50
nope, height is not a requierement.
Otherwise those AO's wouldnt work on no script land
and vehicles wouldnt run on linden roads or waterway.

And it seems it has to be a vehicle. My little script (in a HUD) didnt work by just taking controls. It had to be vehicle as well to work.
Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
02-28-2008 16:31
From: Sho Iuga
nope, height is not a requierement.
Otherwise those AO's wouldnt work on no script land
and vehicles wouldnt run on linden roads or waterway.

I think you miss my meaning. On top of the llTakeControls() exception, I believe scripts will ALSO run if they are over a certain height (above ground and/or z = 0).
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
02-28-2008 16:44
Scripts will run on noscript land if they have obtained permission to take control (via llTakeControl) OR if they are in an object which is over 70m above ground level.

This is what enables AOs, flight assists, mystitool, and yes vehicles, to continue to work in noscript zones. If this feature were to be eliminated (as requested in SVC-556), nearly all boating in SL would stop working, since scripting is turned off on the large Linden water sim blocks that are best for it. :(
.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-28-2008 18:26
Hmm. Maybe we can get the water height set to over 70m deep.... ;)
Gabriele Graves
Always and Forever, FULL
Join date: 23 Apr 2007
Posts: 6,205
02-28-2008 19:44
It used to be that if you started a timer on script-enabled land then it would continue to work on no-script land - don't know if that is still the case - I would guess probably as most AO's use a timer.
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Beezle Warburton
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02-29-2008 00:06
From: Gabriele Graves
It used to be that if you started a timer on script-enabled land then it would continue to work on no-script land - don't know if that is still the case - I would guess probably as most AO's use a timer.


Actually, it's the "take controls" in the AO that keep it working.
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
02-29-2008 00:11
Here's a tougher question, is it possible to prevent scripts from running? I mean, even if it takes controls.
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Void Singer
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Join date: 24 Sep 2005
Posts: 6,973
02-29-2008 00:58
From: Day Oh
Here's a tougher question, is it possible to prevent scripts from running? I mean, even if it takes controls.

currently, no, unless you kill it via top scripts.

PS please don't do that.
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Squirrel Wood
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Join date: 14 Jun 2006
Posts: 471
02-29-2008 01:57
All scripts stop when they are turned off on estate level methinks.
Day Oh
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Join date: 3 Feb 2007
Posts: 1,257
02-29-2008 03:06
Taking controls defeats even the estate setting, and "Disable Selected" in Top Scripts just plain doesn't do anything, apparently p;
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02-29-2008 12:50
::blink:: that's not good...
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-29-2008 13:31
My experience has been that scripts can actually be shut off from the Top Scripts window. It has been a long time since I had to do that though.

I can remember sitting around in-world a couple times when the Lindens had shut off logins and disabled scripts so they could take care of grid attacks. We did wonder why a few scripts still seemed to be working in a limited fashion. It didn't seem very healthy.