
I made a dance floor... several tiles of it were scripted to take commands from a control module... i didnt know that llMessageLinked existed... so i used llListen() events...
now.. problem is i have a friend who owns an island... and when it was all said and done i rezzed the dance floor on her island to get her opinion and lo and behold... system lag on it was like 0.5 which is horrible for a little 10m2 object and even worse for something that's meant to be tiled 4+ times with like 10-50 avatars hopping around on it... so... i did some research... and found my new best friend: llMessageLinked... oh by the way i had this listen script running in EACH of like 60 tiles lol so i was pumping out the lag...
I rescripted the entire thing using llMessageLinked... and placed a single listen script in the parent prim to listen to the control module using llListen (the control module isnt part of the linked object for concept design reasons)... lemme explain how i fixed all 60 of those scripts because i think this is where the problem started...
i copied the script out of the inventory of one of the tiles... edited it to remove all the llListen functions and to receive link messages instead... i then proceeded to select each tile prim in edit mode, delete the script from it's inventory, and drop in a copy of the new script (which ran perfectly)
i then edited the parent prim and dropped the listen script into it's inventory which ran perfectly...
i tested the control module and sure enough... it was controlling the floor through the relay script in the parent prim... which basically said: incoming llListen message -> send llMessageLinked
nothing fancy, it literally just relay's commands
so i was happy... till i rezzed the floor on her island again... and found i was still at 0.45 on the load list...
here's my theory:
just like when you use llSetText to make the happy little float text we all love... i can delete the script that made it... but the text is still tied to the prim... i could swear this is the case with my script... even though i deleted the script that called the llListen event... the prim is still listening on that channel...
im 99% sure that's the case because deleting 60+ listen scripts should have made more of an impact than just 0.05
i can't imagine that a couple texture animations and set color commands are creating that much lag
so my real question is in 2 parts:
can anyone confirm what i said is true? are the prims still listening and thus creating a ton of lag?
and 2:
if so... *screams and pulls her hair out* how can i make them stop lol
thanks in advance guys
) and don't worry, im not one of those freeloader types who asks for help and doesnt turn around later to share her knowledge
i'll take my place among those who call themselves programmers and help the young padua- uh im going into geek mode... gnight everyone 
-Raeyan
