Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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07-13-2004 09:12
Is there a reasonable maximum for the number of scripts in an object?
Am I okay if only one of them has a listener? The rest are all linked message handlers and XML-RPC servers.
Anyone fiddled with this or know of any performance issues?
Zep
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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Re: Maximum number of scripts in an object?
07-13-2004 09:15
From: someone Originally posted by Zeppi Schlegel Is there a reasonable maximum for the number of scripts in an object?
Am I okay if only one of them has a listener? The rest are all linked message handlers and XML-RPC servers.
Anyone fiddled with this or know of any performance issues?
Zep I have 14 scripts in my Touring Balloon. I have one script dedicated to listening, and then passing those incoming messages to the other 13 scripts via linked messages. This is more efficient than haveing 14 separate, duplicate listens. There is a maximum number of 255 scripts per prim.
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Zeppi Schlegel
Registered User
Join date: 20 Nov 2003
Posts: 50
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07-13-2004 09:21
Thanks Hank - good to know. Do you have any performance issues? Any missed messages or anything? Do the lights dim in Linden Lab's office when your balloon enters a sim?  Zep
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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07-13-2004 10:44
While you can have up to 255 scripts in an object, that's probably a little much for every script to have to parse linkmessages, though.  If you're concerned about performance, consider a multi-prim linkset and place each script (or groups of scripts) in a seperate object.
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Almarea Lumiere
Registered User
Join date: 6 May 2004
Posts: 258
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07-13-2004 12:35
From: someone Do the lights dim in Linden Lab's office when your balloon enters a sim? While shopping in Luna the other day, everything suddenly started to move in Matrix-like slow motion (my foot went up ... and forward ... and down ...). The mini-map showed six green T's flying in from the north. Griefers, I thought! I'll finally get to see them first hand! No such luck ... it was just one of Hank's balloons with a tour group. --Almarea Oh, do be careful generalizing from this one instance. Like, maybe they all had their draw distance set to 512m. I would!
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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07-13-2004 12:44
From: someone Originally posted by Zeppi Schlegel Thanks Hank - good to know. Do you have any performance issues? Any missed messages or anything?
Do the lights dim in Linden Lab's office when your balloon enters a sim? 
Zep Haha!! Well, I've noticed that my balloon does take a small amount of fps out of the total fps of a sim, but the biggest impact from my balloon is the introduction of 5-10 new avatars all at once into a sim. Avatars are very hard on a sim, much harder than regular scripts or vehicles. I haven't had dropped messages in my balloon, but I do have the scripts spread into several different prims. That way, I can meter what scripts get what messgas. The first parameter of llMessageLinked is the link number to send the message to. For general use, you can just use LINK_SET which means to send the message to all objects. However, you can add some intelligence to your scripts to target where your messages go. Note: I am open to any suggestions from fellow scripters/vechicle builders or Lindens if my balloon is causing any undue strain on the sims.
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