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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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09-20-2006 07:56
hmm... I might miss something. But if anyone knows about this, please tell me that. default { state_entry() { llSensorRemove(); } touch_start(integer total_number) { llSensorRepeat("", "", AGENT, 2.0, PI, 1.0); } no_sensor() { llSay(0, "Nobody is here."); llSensorRemove(); } } Put this script into a prim and touch it while you stand near by it. Then you walking away, it should say, "Nobody is here". But it didn't work. But I found it work when you put down a vacant sensor event like below. default { state_entry() { llSensorRemove(); } touch_start(integer total_number) { llSensorRepeat("", "", AGENT, 2.0, PI, 1.0); } sensor(integer num_detected) {
} no_sensor() { llSay(0, "Nobody is here."); llSensorRemove(); } } Does this make sense?
_____________________
 Seagel Neville 
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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09-20-2006 08:17
I suspect it's some kind of bug... perhaps in the way the bytcode is assembled, as the event trip for a sensor is only installed if there's a sensor() event, which no_sensor() relies on. But no... it doens't make much sense. 
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Aakanaar LaSalle
Registered User
Join date: 1 Sep 2006
Posts: 132
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09-20-2006 18:23
if a prim in a forest says "nobody here" and no one is around to hear it, does it really make a sound?
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Rich Cordeaux
Registered User
Join date: 8 May 2006
Posts: 26
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09-21-2006 14:15
I ran into this a week or two ago myself, when making my vehicle return to my inventory (lost & found folder) if I were killed while piloting it. (by using warpPos to fly off the world)
I wouldn't really call it a bug - more of an annoyance.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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09-21-2006 16:21
From: Aakanaar LaSalle if a prim in a forest says "nobody here" and no one is around to hear it, does it really make a sound? So that s what all those extra voices in my head are!!!!!!!!!!!!!!!!!
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