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Unkillable ghost objects... whoooo...

Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
01-27-2006 04:31
Last night I was playing around with push scripts and, as I usually do when I have no willing victims handy, I was whacking around a scripted physical "target dummy".

Normally I'd hit a dummy with the script and it would just disappear. However, several times, I'd be informed that I'd pushed it but it would still seem to be sitting there afterwards. Everyone else could see it, and I could bring up the edit menu for it, but I could walk through it and it wasn't detected by sensor events. It also didn't disappear (the dummy is temp on rez) and had to be deleted by hand.

Is this a well-known thing? I've not seen it when using lower-powered pushes before, but this time I'd raised the impulse rather a lot with multiple scripts.
Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
01-27-2006 07:46
This is known as "Ghosting". It used to be a very prevalent bug in earlier versions of Second Life but isn't as common anymore.

It happens when an update about an object's status (such as it being killed or position) has changed on the sim but this information is not transmitted to the local client. Thus, you still see it but it doesn't really exist in world.

If you relog, your client software will flush out any ghosts from cache.
Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
01-27-2006 10:24
I have seen this with anti-push/collisions scripts, too, especially the ones that try to push back against physical objects. Occasionally, the client and server suddenly disagree about an object and its state. Sometimes, bullets or whatnot will remain behind.

I've had things like that I can't even delete. They are owned by "Nobody" and I have no edit permissions. A relog is what fixed it for me.