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Chilly Charlton
Registered User
Join date: 15 Jun 2004
Posts: 483
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02-09-2006 12:52
How long has this been broken? The wiki clearly states sensors will work accross sim boundaries. I am not so much concerned with that it doesn't (although it would be nice if it did work) but I'm implementing a feature which require llSensor to either work or not work accross boundaries. If I implement having in mind that it does NOT work accross sim boundaries and it suddenly DOES start working then my implementation will break. If it actually DID work as it's supposed to I could go with another implementation but that would also break if it once again stopped working.
Does anyone have any idea if it is/is not supposed to work accross boundaries (is the wiki correct?) and is there ANY way to know if it will ever flip flop again? Jeeze this is frustrating.
In fact, experimenting on the four corners of sims I have found cases where it DID work and cases where it DID not ... from one sim to another it would consistantly work but from that same to the other two it would consistantly not work.
Also, suppose I figure out which sims it does work on and which it does not, would a sim re-boot and re-allocation to a different physical server change the behavior?
This is boardering on the rediculous.
Anyone with any answers please post.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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02-09-2006 12:57
I remember someone tested this recently and found about 1 in 5 sensor calls finding the object in the other sim, and the rest not finding it. You're probably going to have to code around it, and assume that it may or may not work. That's my guess, I haven't played with this so I don't have any first-hand info.
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Gabriev Nephilim
Registered User
Join date: 24 Jan 2006
Posts: 3
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02-09-2006 14:05
I created a 3d map showing ppl on the map and their status and I had the same problem too. I thought I had tested the cross sim problem but as you say it doesn't happen all the time. What I saw happening is that it will only see ppl inside the same sim as your script and then every few calls, it will only see ppl in the sim across from it.
My solution was to give them a time to die. The ppl I see will only be erased if they haven't been scanned for a certain number of scans. Now, this work because the nature of a radar requires semi frequent updates but if you have a slow update rate well this won't work so well I imagine. You can probably limit the calls to the sims you're in by checking the sim corner and doing a test to see if someone is inside or outside the sim. If they're outside, you ignore all the data of the sensor call.
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Chilly Charlton
Registered User
Join date: 15 Jun 2004
Posts: 483
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Answer from Lindens
02-09-2006 14:57
I know cross posting in naughty but I did it anyway, fishing ya know. Kelly Linden replied to this question here: /invalid_link.htmlWhich seems to support Ziggy and Gabriev's findings. There is however no answer as to weather or not the way things work today will continue to work the same way tomorrow. I'd hate to use sensor repeat as sensors cause lag ... *sigh* ... back to the drawing board I hate lagggggggggg anyway, apparently sensor repeat will find agents in adjacent sims but not necessarily on the first pass. The wiki should be updated for sensor.
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