Why doesn't move trigger moving_start/end?
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-04-2005 18:31
Very weird.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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10-04-2005 18:34
Are you now being charged per word by your ISP or sumptin? Could you be slightly more specific?
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blaze Spinnaker
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Join date: 12 Aug 2004
Posts: 5,898
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10-04-2005 18:39
Heh heh..
Well, if you don't understand I'm not sure there is much you can really add to this thread.
However, for the curious:
If you move an object using the move functionality in SL, it will not trigger the moving_start or moving_end events in LSL.
Edit position seems to work, via the edit functionality. But "move" does not.
Which is really ironic.
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blaze Spinnaker
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Join date: 12 Aug 2004
Posts: 5,898
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10-04-2005 19:05
Is it me or is this event completely broken?
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Ralek Queso
Registered User
Join date: 3 Feb 2005
Posts: 32
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Move?
10-05-2005 07:58
What exactly do you mean by move?
I've used moving_* events quite a lot in the past and have never had any problems with it. They function as expected with the exception of using them in attachments which needs some hacks to get it to work correctly. They do not fire on llSetPos, but if you are calling that function you KNOW when its moving and dont actually need the event.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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10-05-2005 09:23
From: blaze Spinnaker Heh heh..
Well, if you don't understand I'm not sure there is much you can really add to this thread.
I totally agree, if I can't understand "Very wierd" as a problem desciption, I must be so far below your level of enlightenment that you probably needn't bother responding. Please accept my humble apologies for asking for clarification. It shan't happen again. In fact, I apologize for even sullying your thread with this apology.
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blaze Spinnaker
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Join date: 12 Aug 2004
Posts: 5,898
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10-05-2005 12:44
From: Ralek Queso What exactly do you mean by move?
I've used moving_* events quite a lot in the past and have never had any problems with it. They function as expected with the exception of using them in attachments which needs some hacks to get it to work correctly. They do not fire on llSetPos, but if you are calling that function you KNOW when its moving and dont actually need the event. Move is when you grab something and move it. It's the second option in the edit dialogue. They also don't fire when you edit the object and try to move it either in various cases. Anyways, do a search in this forum, and you'll find that it already common knowledge that moving_* is broken.
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SteveR Whiplash
teh Monkeh
Join date: 24 Sep 2004
Posts: 173
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10-05-2005 19:35
I've used the moving_* events quite a few times also, and have experienced no problems.
Can you give us an actual code snippet?
edit---
Actually, I don't know how I forgot, there is a problem with them. They both constantly fire when something is moving. You can't actually use them in the same why you'd use touch_start/end.
So, I don't know what you mean by them not being triggered, I have the exact opposite problem, they trigger like crazy.
To do something when the object stops moving I've been using moving_end to call a timer, and then use the timer to do the actual work. The moving_end event constantly resets the timer. Once the object actually stops moving the timer will go off.
If you want to do stuff WHILE the object is moving, you could set a flag on moving_start, and then use the timer trick to unset the flag.
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blaze Spinnaker
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Join date: 12 Aug 2004
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10-06-2005 17:23
Try using 'move'.
That's when you grab something and drag it around with your mouse. Not when you're editting the position via the edit arrows.
Also, try putting it in a prim on a complex object which already has scripts in the prim.
Doesn't work there either.
Also, do a search on this forum for a bunch of other error reports on it.
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SteveR Whiplash
teh Monkeh
Join date: 24 Sep 2004
Posts: 173
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10-06-2005 17:38
Blaze, could you please say something that has some actual substance to it?
'Move' works JUST THE SAME as using the edit arrows every time I've used these events. If you have evidence counter to this, please give us a code snippet so we can test for ourselves.
How about linking us to these posts? I see plenty of talk about using these events with offcenter prims and in attachments. However, I don't see anything about them not working with 'move'.
In conclusion: huh???
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blaze Spinnaker
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Join date: 12 Aug 2004
Posts: 5,898
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10-06-2005 17:49
Weird.
Try this:
default {
state_entry() {
}
moving_start() { llSay(0, 'moving'); }
moving_end() { llSay(0, 'moving'); }
}
On a cube and then go
right-click
edit
select move (second button from the left at the top of the edit dialog)
and then move the cube.
Doesn't work for me
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SteveR Whiplash
teh Monkeh
Join date: 24 Sep 2004
Posts: 173
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10-06-2005 18:14
Ahha, I see the problem.
It does fire a few times at first, but then stops.
However when you put a touch_start event in the script it will work all the time. Everytime I've used the move_* events, I was also using the touch_* events. :\
When I tested this before without the touch events, I moved the prim once, saw that it was working and then stopped testing because it had always worked for me before.
So yes, that is strange.
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blaze Spinnaker
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Join date: 12 Aug 2004
Posts: 5,898
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10-06-2005 18:19
Yeah, the touch event seems to help.
However, it doesn't work with a complex object / many scripted prim.
In the end, I just decided to use touch_end .. that works fine.
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Zeno Concord
To infinity, and beyond!
Join date: 28 Mar 2005
Posts: 51
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10-07-2005 16:46
Another weird thing about move events. I was seeing an extraneous move_start event when I did a sit on the prim. This was for a teleporter. It didnt always happen though - couldnt figure out any pattern. It was a small move though, so I worked around it by ignoring small moves. I wondered if this might be some automatic adjustment by the sim, similar to what people see when cracks open up in their otherwise no-seamed walls.
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
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10-07-2005 17:44
Has anybody been into 1.7 and filed this as a bug, sending code with it? if so then might be an idea to do so.
Although running the test myself seems to run fine in 1.7
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