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Object return script?

Miss Wright
Registered User
Join date: 10 Sep 2006
Posts: 18
09-02-2009 17:27
Is there a way to write a script that will return objects on the land that arent set to owner group. Now i dont want to use a scanner, cause that I think would be laggy to scan every object to see if its owned by group. What I am looking for is a script that will talk to the land tools (like the new region ban thing does) where i can make the land return objects in less than a minute since a minute is the lowest possible selection on the land tools.

Thanks for you input
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
09-02-2009 17:42
You can not communicate between a script and the viewer. Nor is there a need to in this case, just set the land permissions so no one can rez objects unless they are in the owner group.
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Miss Wright
Registered User
Join date: 10 Sep 2006
Posts: 18
09-02-2009 17:50
yeah we need them to be able to rez, alright thanks anyway
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
09-02-2009 20:07
So set the Autoreturn on the land to some reasonable length of time, like an hour or two. People can rez things but if they aren't set to group, they are returned at the end of the autoreturn period.
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Miss Wright
Registered User
Join date: 10 Sep 2006
Posts: 18
09-02-2009 21:36
no its not about that, we have it set to only one minute, but we allow combat. When several people are using guns at once especially if those guns shoot out more than one bullet at a time, the sim starts to hang and the bullets just hang causing so many collisions, piling up more and more within that minute. It would be easier to have a quicker autoreturn than comb through all the different guns to see what lags less , making rules, and having to govern those rules, etc. I was looking for something that could automatically take care of that since it seems autoreturn never fails even in lag. If a bullet doesnt hit its target in 3 seconds its probably not going to, so it would be nice to be able to return at a 3 to 5 second rate. Sounds like its a feature request i should just ask for.

If a set of dual pistols shoot out 5 prims all together per click if your fast enough you can click 5 times in a second, thats 25 prims a second equaling out to 1500 bullets a minute and thats just one person, get 3,4 , or 5 of that happening at once
Miss Wright
Registered User
Join date: 10 Sep 2006
Posts: 18
I added it to the Jira and posted it in feature suggestions
09-02-2009 22:41
here is a copy of the post..

Since its extremely hard to comb through every single gun in SL, make rules, govern those rules, and constantly have to correct situations it would be much easier having a faster autoreturn.

Here is the issue, the gun makers are trying to do the most damage as fast as possible, some dual guns shooting out 5 and 6 bullets per click. If you are fast enough you can click 5 times in a second, thats 25 bullets a second, 1500 bullets a minute. Thats just one person!! Get 2, 3 or even 4, or how about a full sim -.-

If a bullet doesn't hit its target in 3 to 5 seconds, its not going to. To reduce lag we should be able to turn autoreturn on in seconds.

Sls largest communities are roleplay and combat sims, and almost all allow guns. These players spend a lot of money on their weapons, and the sim owners put a lot into their sims.

The combat sims go through hell everyday with this lag, wanting to provide a great place to play but constantly battling the lag. I know there are a lot of things that cant be fixed. BUT this can be considerably helped with a faster autoreturn. I am sure its a very minimal amount of code for something that would do so much all over SL.

Please seriously consider this.

Miss Wright
Owner Builder of Toxian City
DCS2 Support

Vote on the Jira for this!!!! https://jira.secondlife.com/browse/VWR-15374
Faust Vollmar
llSetAgentSanity(FALSE);
Join date: 3 Feb 2007
Posts: 87
09-03-2009 00:05
A rule that might help: Ban Burst-Fire in addition to Automatic. Burst is a waste of ammo on DCS, so there's no need for it to remain allowed.

On the side of weapons themselves, you might be able to push for a firing throttle.
Don't think anyone would be able to pull a trigger faster than every 0.5sec or so, no idea why I can get bullets as fast as I can click... Which can be quick.

~~~

Don't get me wrong, the idea has merit, just one problem: For this to work, temporary objects would need to silently die upon being returned. I have no idea if this is the case right now.

EDIT: Another question is how much effort the sim uses to run it's autoreturn checks. Someone who knows more about that would have to pitch in.
Miss Wright
Registered User
Join date: 10 Sep 2006
Posts: 18
09-03-2009 05:50
well in my sim auto is banned, and some "semis" have been shooting out almost as many bullets as burst, not being true semis

As far as it being hard on sim resources there is no way its as hard as the collisions itself. But its would be good to know, we dont want to make it worse

I have sat there in massive fights to test it hitting the auto return manually every few second watching it crawl up to 100s of bullets in a matter of seconds, as soon as i hit that button sim fps goes up drastically. You cant walk, you cant move, you cant do anything, but the autoreturn , as i said, never seems to fail.

We plan on making some other changes, but this will also help with the problem
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
09-03-2009 08:03
Make sure people use only weapons that rez temporary bullets.
Faust Vollmar
llSetAgentSanity(FALSE);
Join date: 3 Feb 2007
Posts: 87
09-03-2009 10:15
I've seen the un-throttled SemiAuto problem myself and REALLY wish developers wouldn't do that... Throttle is easy code and Sims are much happier for it guys.

As for the Sub-Minute AutoReturn, we'll have to hear from the Lindens on the JIRA I guess.
It could very well end up that you won't have any other option than to go back to policing individual weapons.

~~~

EDIT: Miss, another rule that could help, for the same reason that banning Burst might:
Don't allow dual-wield guns - UNLESS they have Alternate Fire. (Only 1 gun fires per click.)
Ee Maculate
Owner of Fourmile Castle
Join date: 11 Jan 2007
Posts: 919
09-03-2009 10:20
From: Hewee Zetkin
Make sure people use only weapons that rez temporary bullets.


Temporary bullets will still last about 60 seconds.....
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-03-2009 10:29
Maybe we need "supertemporary" prims that only last a few seconds?
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
09-03-2009 11:18
Hopefully the bullets also llDie() in a very timely fashion, but in any case at least they won't mess with your limit for non-temporary prims that way.

Of course, there's no way to enforce this either. It'd be nice if there were land options for: A.) only allow people to rez TEMPORARY objects, and/or B.) delete the oldest temporary objects when new ones are rezzed, rather than denying the rez.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
09-03-2009 13:59
I still do not think that it will really help even if there was a way for the objects to die, say after 15 seconds, instead of the normal 50+ seconds. You still have the overlying problem of the asset server and simulator being tied up creating 1,500 bullets every minute.
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From: someone
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
09-03-2009 15:35
Hopefully the asset server isn't an issue there. If I were LL, I'd have the sims cache enough info that it can rez identical instances of objects without hitting the database constantly.
Faust Vollmar
llSetAgentSanity(FALSE);
Join date: 3 Feb 2007
Posts: 87
09-03-2009 15:46
Jesse does have a fair point. The lifespan of these bullets is just part of the problem. Thus why I was making suggestions toward keeping bullet counts down.

I bet if the Developers of the more populous combat systems pushed for it, throttles for Semi/Burst would be used more.

I think I'm getting off-track here, in a way...