Hello All,
I've been having some troubles lately with 2 of my projects, in which both seem to have the same problem, yet they both have entirely different setups. The root cause of the problem, from what I can determin, is that llMessageLinked() and link_message() seem to be at the root cause of the problem.
Now, I know this should be something that would be posted to say the Bug Report, but the problem is, that I have no clue on how to actually track this problem back to the source, of what actually causes it, and being able to re-produce it without having my actual projects there, to see what is going on.
Basically, I'm making 2 ships, one ship, I've built up from the ground up, and doesn't have that many scripts in it at all. While the other ship, my friend built, and I'm working on trying to find the bugs in the LSL that is causing him problems. Both of them have different setups, as mentioned before, one I have 140 prims in it, of which, I have a script in 2 of them, that is suppose to respond to the llMessageLinked() to re-position themselvs properly, as a sort of Door for when they are opened, and when they are closed, and they are linked to the root object. While I have another script in another 2 objects, in which send out the llMessageLinked() to the door, to open / close it.
Seems simple enough. But this breaks down into god knows what after some time, and I can't figure out why it occurs. I've resorted to using a llSay() on a specific channel, in which this method seems to work out just fine on my project.
But my friend's project is a bit different. He's gotten it fully built, objects placed where they needed to be, and scripts placed into them. There is 8 sets of objects, in which the scripts communicate with each other to do certian stuff, as well as the main object, which controls the movement of the object itself, and again, a Door object, in which to enter, and leave the object. The door object, was listening for llMessageLinked(), but I changed it to listen to llSay()'s, no problem. However, when dealing with a few of the llMessageLinked() objects, they tend to go bezerk on me, for no apparent reason, and after this has occured, none of the scripts on the object actually respond to anything.
Within the 8 objects, are simple things, 2 prims, in which follow the way the person sitting at a chair looks while in Mouse Look. Each one have different identifiers in which to seperate themselvs from the others, so that no conflict will be found there. However, whenever one goes into Mouse Look, 3 of the objects don't track with the Mouse Look, 2 mess up while in mouse look, sometimes moving the entire object, and not just the 2 prims that are suppose to guide along with the mouse look, and the other 3 work just as they are suppose to, no problems.
The objects are linked in a way, that doesn't mess up the link set, as far as I can tell, I've tried re-linking them several different ways, even followed a few suggestions from the Scripters of Second Life group, in which to clear out the old code, and create a new Script Object within the prim. This method worked for a short while with my Shuttle, then went back to the same problems. But with my friends object, it continues to have the same exact problems that have been exhibited before.
The final part of my friends object, has a mouselook in which to move the entire object around, as a sort of flight script. Now this has been done under controlled circumstances, where I was the only one working on the object, only one inside the object, doing the tests, and the results are always the same.
I have no clue on how to proceed with this, outside of going through all of the objects, replacing the scripts, and changing the llMessageLinked() to llSay() to do all the actual stuff it does now through llMessageLinked().
I'm at a clear dead end, and have no clue on how to progress with this. Anyone, Linden's included as possibility of it being a bug, have any input?
Thanks in advance.
*edit* Sorry for the extreemly long post, trying to explain the sistuation best I can.
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