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Brash Zenovka
Still Learning
Join date: 25 Jun 2007
Posts: 392
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07-09-2007 22:35
First I am a newbie so any explanations will have to be very simple ^_^
I am cleaning out my inventory and made some storage boxes at home. They are designed to look a little like drawers on a dresser. One was labeled "Brash - Storage - Hair" and into it I threw all of the freebie hair I do not use on a regular basis.
After moving them all over, I was a bit miffed to discover I now had a floating text over my dresser titled "FREE HAIR FOR GIRLS!", which messed up my home environment. I went searching thru the containing box-thingy I made and discovered one script, mixed in with the free hair samples, no modify and which would not allow me to view contents, so I removed the script. Text was still floating there even after I removed the script so I relogged figuring that would make it vanish. Nope, still there, so I went through the entire container and removed every last hair again, thinking one of the prim hairs had a script attached, but even after removing EVERY ITEM, my now-empty prim has nothing in it contents, no texture, everything reset to defaults. And still I have that text hovering in mid-air in my house.
Obviously I can just delete the box I made, and recreate a new one, but now I am feeling a little edgy and paranoid, so I cleared my cache, exited game and manually deleted the cache folder contents, and of course the floating text is still there.
My main thing I am wondering now is, can phantom scripts that I cannot see or eradicate, even after removing the physical script itself, do other things I am not aware of?
A bit of floating text hovering in my house is obviously pretty harmless ... but how do I really know for sure that's ALL it is doing?
*shivers*
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Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
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07-09-2007 22:52
First off.. you can't know what a script is doing unless you can read it.  Secondly, scripts inside of objects you place in a prim's inventory do not affect the container prim. The script must have been inside the hair's folder. Finally, floating text is an attribute of the prim which persists after the script setting it is removed. You can remove floating text with this simple script: default { state_entry() { llSetText("", <1,1,1>, 0.0); } }
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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07-09-2007 22:54
some of the functions alter the properties of the prims, they are
hovertext texture animation rotation (target omega) particles
maby a cupple others, but nothing major or harmfull
to kill hovertext use a script like this
default { state_entry() { llSetText("".<0,0,0>,0); } }
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Brash Zenovka
Still Learning
Join date: 25 Jun 2007
Posts: 392
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07-09-2007 22:56
Thanks! I am going to keep this thread bookmarked as I will probably run into this again at some future time and that little simple script looks very useful ^_^
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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07-10-2007 09:04
From: Osgeld Barmy some of the functions alter the properties of the prims, they are
hovertext texture animation rotation (target omega) particles
maby a couple others, but nothing major or harmful
To expand on it: flags set with the llSetStatus() command (STATUS_ROTATE, STATUS_PHYSICS, etc.) llVolumeDetect() llSetBuoyancy() Sit Target collision sound collision particles
_____________________
My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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Jake Trenchard
Registered User
Join date: 31 May 2007
Posts: 104
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07-10-2007 10:31
Err... llSetPrimitiveParams can set just about anything that can be set in the edit object interface.
Once a script is out of the object, it can't do anything more to the object, but if it set some static attributes, it may leave whatever it was in rotating, glowing, twisted into a pretzel, and spray sparks... but you can rest assured, that with the script deleted, it will continue the light show indefinitely!
Generally speaking you don't want to put scripts into objects unless you know what they are doing. Placing a script in an object runs the script on that object. 'course it may happen by accident like it did to you.
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Naryu Yue
Interrupted?
Join date: 23 Jul 2007
Posts: 15
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07-23-2007 13:39
There is a way to "recover" an object that has been "persisted" by a script. Example: you deleted the script and the darned thing still shows the hovering text...
If you copy (shift+drag) the object after the script has been removed, the new object will be in its original state, aas if the script has never been ran on it ^_^
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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07-23-2007 14:31
From: Senuka Harbinger To expand on it:
flags set with the llSetStatus() command (STATUS_ROTATE, STATUS_PHYSICS, etc.) llVolumeDetect() llSetBuoyancy() Sit Target collision sound collision particles A couple more: llAllowInventoryDrop() llSetRemoteScriptAccessPIN() These seem a little different, somehow, but especially the first can wreak havoc (see, e.g.,  ).
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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07-23-2007 15:39
yeah, like they said :}
I went through much headscratching myself to realize that you don't really *remove* floating text, as replace it with blank floating text.
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Scott Tureaud
market base?
Join date: 7 Jun 2007
Posts: 224
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07-24-2007 10:06
llSetFloat(); and llSetBuoyancy(); have persisted have I deleted a script for them.
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