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Weird llAttachToAvatar behavior

Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
11-13-2007 11:50
Has anyone else run into this? I get all the appropriate permissions. I am the owner of the in-world object. I execute llAttachToAvatar to attach as a HUD in the top right. No other HUD occupies that spot. The HUD never shows up on screen!

If I look in my inventory, it is shown as worn on top right. It is not outside the frame. If I log out and then back in, it's there. It's just not showing up after the script attaches it. Is there anything else I have to do to get this to appear? The wiki's don't mention anything. Or, have I run into a bug?
Wicc Cunningham
Registered User
Join date: 25 Jun 2004
Posts: 52
11-13-2007 12:05
An object will remember where it was last attached to. Not sure if there is a specific reason for forcing where it attaches to. I have had a hud that was attached but was so far out of frame you couldn't see it. I managed to do a edit on it and moved it back into position.
Laurence Corleone
Registered User
Join date: 12 Oct 2006
Posts: 126
11-13-2007 13:48
I have seen this and here is something to try. After it is attached or says it is attached, edit a DIFFERENT HUD. While in edit mode, scroll your mouse wheel (can't remember wich direction). This will cause the entire HUD area to reduce in size, showing you things that are outside your actual field of vision. Click the new HUD (this may cause the field of vision to expand back in place in which case scroll again) and then you can move it into a viewable area.
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
11-13-2007 14:36
Yeah. I've done those things. The HUD just is not in the frame. It's no where to be seen. The funny thing is that it appears at the proper location after a simple log out and log back in. It also shows up OK if I simply wear it or attach it from my user inventory. I suspect this is a bug.
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
11-13-2007 14:57
There is a known bug concerning HUDs, especially if they use transparency. You can read here in the JIRA:

http://jira.secondlife.com/browse/VWR-434
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
11-13-2007 16:52
Thanks Darien. That pretty much describes the behavior here. However, the main thead seems to focus on textures that are transparent in part and on multi prim objects. I can reproduce the bug with a single prim object with a blank texture. I added my vote and comments to the jira. Haven't been able to find a work around unfortunately and this issue has been open for 7 months!
Bam Bu
Registered User
Join date: 20 Aug 2006
Posts: 8
11-13-2007 19:18
From: Monica Balut
Thanks Darien. That pretty much describes the behavior here. However, the main thead seems to focus on textures that are transparent in part and on multi prim objects. I can reproduce the bug with a single prim object with a blank texture. I added my vote and comments to the jira. Haven't been able to find a work around unfortunately and this issue has been open for 7 months!

Maybe some white knoight on the SLDEV list might like to have a go at fixing this.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-13-2007 23:20
it's there, just not visible, for some reason when wearing a hud from the groud to hud blanks some or all of the textures, the usual fix is to find it in inventory, take it off and rewear it... the same happens going from hud to ground most times if you drop it... but then drag selecting it on the ground re-shows it....

something to do with the way that the textures are being handled, because huds don't show inworld, so the world texture blanks... I think it might be literally conected your camera view in world, but couldn't begin to test that theory
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
11-14-2007 07:46
I recently stumbled over this myself. The only reason I knew that the HUD was attaching at all is that it uses floating text, which does appear, while the rest doesn't.
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
11-14-2007 08:48
Yup, I've seen this exact bug. It's a pain, isn't it? For bonus points, note that you can right-click and edit the (invisible) HUD... it outlines the HUD in wireframe. Sometimes a sim crossing will make the HUD appear. With a project I did recently, we saw that one in ever 5 or 6 attaches seemed to result in the hud being invisible.

For added fun, check out this bug we also found in llAttachToAvatar():

http://jira.secondlife.com/browse/SVC-890
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
11-14-2007 14:04
From: Lex Neva
Yup, I've seen this exact bug. It's a pain, isn't it? For bonus points, note that you can right-click and edit the (invisible) HUD... it outlines the HUD in wireframe. Sometimes a sim crossing will make the HUD appear. With a project I did recently, we saw that one in ever 5 or 6 attaches seemed to result in the hud being invisible.

For added fun, check out this bug we also found in llAttachToAvatar():

http://jira.secondlife.com/browse/SVC-890


Wow, that could very well explain some of the mystery crashes my customers report about some of my products. I'll definetly have to start asking them about attaching.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-14-2007 22:16
yay for arthritis? heh never had THAT one.... but it'd explain all those region crossing bugs... attachment in the middle of state change, or some complex call which requires saving, gets handed to new region in the middle of the change, poof attachment die...

I'll put money that it can occur in ANY call that requires a save of some attribute, including maybe prim attributes... flappng wings seems a bit scary now
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
11-15-2007 09:12
Yeah... SVC-890's a doozy. My coworker and I spent over 4.5 hours chasing that down.

And Void, I actually think this might be unique to llAttachToAvatar(). It's the only function I can think of that will result in saving the state of the asset INSIDE a function call like that... I think normally LSL API functions are allowed to run their course before a script's state is saved into an asset.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-15-2007 09:45
you're probably right, but it seems so many things break attachments on sim crossing that I really wonder if that's the only one that is coded that way...
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