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Overriding noscript?

Morse Dillon
Lifetime Member
Join date: 11 Dec 2003
Posts: 142
06-24-2006 21:32
I just wanted to ask what all the known methods are for allowing a script to run in a noscript area, as well as what the limitations are. I see things like animation overriders, vehicles, et cetera operating in places like the WA and have been unable to determine how it's done.
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King Morse Dillon
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-24-2006 21:53
From wiki:

"The no-script "field" extends only 45m in the air, but only stops scripts from executing if they're not already running when they enter the zone (parcel/region/simulator). (Say, if they're in attachments and the user teleports in, or if the user tries to start a new script.) Scripts that are already running when they enter the zone will still work."

(http://secondlife.com/badgeo/wakka.php?wakka=llScriptDanger)
Morse Dillon
Lifetime Member
Join date: 11 Dec 2003
Posts: 142
06-24-2006 22:28
This hasn't been my experience. For example, I have a script that has a Listen on channel 0, and it just echoes back whatever it hears. Flying out into the script area of Dore, it works fine, but when I cross the border of the 4 Welcome Area sims it ceases to operate. Any ideas on why this is?
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Quarrel Kukulcan
Registered User
Join date: 21 Feb 2006
Posts: 48
07-20-2006 12:38
It could be that some events trigger in noscript areas but others don't. AOs work off timer(), so timer events could be special. On the other hand, a HUD item I have that uses touch_start() stops working even when I walk into a noscript spot, just like your listen() stops.

Hmm. I wonder if transitioning into a noscript zone works like a state change as far as resetting event handlers? Time to test!
Quarrel Kukulcan
Registered User
Join date: 21 Feb 2006
Posts: 48
07-20-2006 14:40
Well, weird. Even a simple timer event I set to trigger once per second and simply increment an integer failed to keep incrementing as I walked back and forth over a script/noscript sim boundary. That's the exact opposite behavior that AOs exibit. I don't know how to reconcile this yet.

More factoids:

The script's prim was also able to queue up a single touch_start event while on the noscript side of the line. It did not process it until I crossed back, and wouldn't queue up more than one.

Walking back and forth did not trigger state_entry or state_exit events.
Leffard Lassard
Registered User
Join date: 15 Mar 2006
Posts: 142
07-20-2006 16:19
My experience is also different to the wiki. I did experiments recently and a script with a llSetPos in a loop that travels across a parcel stops moving as soon as scripts are stopped.
This can be either at the parcel border (during entering) or somewhere on the parcel during the travel.
The script does also not run if I teleport to the parcel with no-script enabled (either from a location on the same sim/different sim).

Already moving *physics* objects continue to move according to their physics state.

Perhaps someone can change the wiki to note that the wiki is partly outdated here.
Candle Hazlitt
C.D.S.V. Owner
Join date: 6 May 2006
Posts: 25
07-20-2006 23:00
llTakeControls() lets you get around the no script zone so long as you equip it out of the no script area (fly up a bit and attach)
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
07-20-2006 23:06
From: Leffard Lassard
Perhaps someone can change the wiki to note that the wiki is partly outdated here.


You can you know. That's the nature of a wiki - either post comments, or edit the pages directly.
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Leffard Lassard
Registered User
Join date: 15 Mar 2006
Posts: 142
07-21-2006 03:36
From: Eloise Pasteur
You can you know. That's the nature of a wiki - either post comments, or edit the pages directly.


Sure. Allthough I just wrote my first note to an article perhaps.And if here is a collection of what is working under what circumstances going on... perhaps a better info can be put into the wiki instead of
From: someone

NOTE: This info is old crap. No one really knows what works when. A few single circumstances are known. So people should not depend on this.


As most people only know specific circumstances... I will ask the Lindens (not right now... I need to rest first for a better verbal shape ;-)...) to really know what exactly parcel no-script does and what scriptvm/world state mechanisms are really affected (as physics is already excluded).
With this question is also related what actually an outside script is.
And if disable scripts in the estate menu all the complete script vm subsystem stops.