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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-17-2009 13:17
From: Winter Ventura I conducted the following test. I created 6 new scripts, one with each possible permission setting, dragged them all to a full perms prim, and then handed that prim to an alt. The following are my observations when logged into the "second party" alt. This is the perspective of a "customer" viewing these scripts. (and yes, I pulled the scripts out of the prim first).
──────────────────────────────────────────────────────
ACTUAL BEHAVIOUR: ...
Cool. Thank you for the effort! Looks exactly as I would expect, which is always a relief with permissions. Not that I'm always HAPPY about how the permissions system works, but at least you know you're getting on a lame horse, so to speak. LOL.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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01-18-2009 07:08
From: Winter Ventura Better? Yes, thanks! These semantics seem fine to me.
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
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01-18-2009 08:59
From: Winter Ventura Bottom line.. if you don't want people to see your code.. just set the no-modify flag.
Thank you for doing all the hard work, that I could have done myself  But I am glad for getting the subject out in the forum. The problem arose when I wanted to sell a scripted object with: mod, copy and no trans. I wanted to give the script exactly the same permissions because the object will inherit the scripts permissions after being rezzed and taken. I understand now I can't do that without reveling the source code 
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From Studio Dora
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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01-18-2009 09:22
You're not quite right, Dora. You can do what you want.
The object won't actually inherit the scipts "no-mod" property. It will LOOK like it in your inventory, but inworld, it will be modifiable.
We deal with objects like this all the time. However, in your literature, you'll have to reassure people: "It *is* modifiable. In your inventory, it says "no mod" because it contains a no-mod script, but rez it and you'll see that it is modifiable after all."
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
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01-18-2009 10:01
From: Lear Cale You're not quite right, Dora. You can do what you want. We deal with objects like this all the time. However, in your literature, you'll have to reassure people: "It *is* modifiable. In your inventory, it says "no mod" because it contains a no-mod script, but rez it and you'll see that it is modifiable after all."  You are so right! I was trying to avoid giving this information. Anyway, I will adjust to the way things are 
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From Studio Dora
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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01-18-2009 15:00
From: Dora Gustafson Anyway, I will adjust to the way things are  I just hate when I have to do that! Reality should adjust to ME, dangit.
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Ravanne Sullivan
Pole Dancer Extraordinair
Join date: 10 Dec 2005
Posts: 674
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01-18-2009 17:08
From: Lear Cale I just hate when I have to do that! Reality should adjust to ME, dangit. No, no, no. Reality must adjust to ME. I know this because since the other line is always faster and I am always on the slowest line, I am the determining factor of which is the other, hence I am the center of the universe.
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
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01-18-2009 21:31
From: Lear Cale I just hate when I have to do that! Reality should adjust to ME, dangit. If the way things work is wrong, then indeed it should.
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http://slurl.com/secondlife/Together
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