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Setting up communication in no mod scripts

Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
10-27-2007 07:03
I'm trying to find a way to set up individual communication channels in no-mod items. In the sense that I want to create the objects and pass them onto others with no-mod perms.

The objects need to communicate with each other using llRegionSay.

I'd like each copy of these items the owner rezzes to use different communication channels. For example,

Set of objects A would communicate on channels 34567, 34568 and 34569

Set of objects B might then use 36784, 36785 and 36786

Set of objects C might use 77654, 77656 and 77656

etc etc

The specific channels aren't important but I need to implement a number of channels for each object set and I don't want crosstalk between the sets. Also they need to respond to the owner on different channels to the inter-object channels ie 25, 29, 34 (whatever).

I'm guessing I could do this with llDialogue or some such but it would be nice if the object description gave the owner communication channel number and the rest was set up dynamically by the object sets.

I'm also guessing I can write the object description from an integer in the script after the channels are set up.

If the object sets have a communication script in them to send this information out I could then turn off that communication script once the set up is complete. The problem I'm having is the assignment of the random channels.

Oh yeah, the objects aren't linked hence llRegionSay rather than link messages.
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Tread softly upon the Earth for you walk on my face.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
10-28-2007 07:52
just some snippets of ideas...

but I'm gathering you want a single object to be rezzed multiple times and have a unique set of channels to talk on.... but when rezzed later, elsewhere, have a different set of channels?

perhaps something like on-rez object listens on a hard coded channel, and sends out a message asking if there are any free items. if it get's no response in 5 secs, have it choose a random channel, and then add to it to get your other channels...

next object rezes, sends out the request, first object answers with it's list of channels. second object sets these.

owner issues a command, all the boxes close the common listener, and poof you have a set on unique channels. to prevent reset disruption, the channels can go in a list on the description and check for it before opening a listener... then even if they go into inventory, they're still locked on their random channel set
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Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
10-28-2007 08:54
great Void. That was the sort of idea I was looking for. I didn't think to just add to existing channel numbers. My plan is to have a group of objects that when rezzed will communicate to each other.

Then if a second group is rezzed they will communicate on different channels and I think what you suggest will let me do that.

I think I will try to implement what you suggest but use llDialolgue for the owner to commit the channels and shut off the set up scripts as the object sets need to do other things and llDialogue seems the best way to let the owner control that.
_____________________
Tread softly upon the Earth for you walk on my face.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
10-29-2007 04:13
glad it helped, hey IM when you get it done, I'd love to see it in action =)
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| . "Cat-Like Typing Detected"
| . This post may contain errors in logic, spelling, and
| . grammar known to the SL populace to cause confusion
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| - Please Use PHP tags when posting scripts/code, Thanks.
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