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Pushing out and starting scripts (server+client)

Tadao Nordenskiold
Registered User
Join date: 9 May 2009
Posts: 37
02-07-2010 15:59
I have been thinking of getting an server/client function in place for my vendors for when I do an update to the scrits, but I don't have a clue of how to do it and need some tips (or even better, some dample/demos).

As llRemoteLoadScriptPin would only work on the same sim, I'm not sure of how to do, as the vendors is located in different sims.

It also needs some kind of checking device, whereas the easiest I can thing of is checking the object description if the value is set to 0 (not in use) or 1 (in use). If 0, shut down the vendor, delete script, and send request to server to receive new scipts.
If 1, set timer to 2 minutes and try again.

The timing/checking device I know how to fix, but I am not sure of how to send new scripts to the venor, and enable them remotely.

Or is it possible at all? Or do I really have to TP around to all locations and manually update each vendor with new sets of scripts and textures?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-07-2010 16:41
using llEmail will probably be your simplest bet, with your server in an single location, each location script can send an email to the update server, which will then send information back to the location scripts.

because your location scripts aren't set up to handle the type of communications yet, yes will have to TP around and update all the vendors with this new code this time.

there are some examples in the scripting library that do just what you are after I believe, some of the keywords to search will be "vendor", "update", "updater", "server", and "client"... but hurry, this forum will be closing within ~24hrs!!!
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