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Persistant Storage...Other Than Object Description |
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Geoff Gavaskar
who, me?
Join date: 29 Dec 2005
Posts: 21
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09-28-2006 13:31
Did I just dream about it, or had someone come up with a clever way for persistant in-object data storage that goes beyond use of the object's description field? I just re-read this and the scripting library forums, and don't see any mention of it...it thought it involved something like storing data inside the inventory some how...but in some way more clever than rezing an object and storying data in it's name, and then taking that object into the inventory. Does this jog anyone's memory?
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Andy Enfield
Hippo Technologies CEO
Join date: 22 Nov 2005
Posts: 79
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09-28-2006 14:31
This from the Wiki:
Permanent Small-Memory Information Storage Besides using a script's memory as permanent storage (and just never resetting it), a script can store short strings in the object name (using llSetObjectName/llGetObjectName) and description (llSetObjectDesc/llGetObjectDesc) of each prim. If the object is not going to change it's name, use child prims in a link set for that. Floats can also be stored in other object properties such as texture rotation, offset, alpha, scale, etc. Basically anything that has a get/set combination. To store integers, you can simply convert them to floats and back by scaling them down to fit into the usual 0 - 1.0 range. llSetTexture can also store strings using the typecast (but the object will always have to have full permissions to read back the data), as well as llSetAlpha for floats, llSetColor for vectors. Combined, a lot of information can be stored permanently. Note: The llSetTexture hack no longer works attempting to specify a texture that is not a valid texture key or not the name of a texture in the objects inventory will return an error "Couldn't find texture (your string)" |
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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09-29-2006 02:40
The only other way (in game) that I know off is to use 'memory' prims / scripts.
They are not really persistant as they will lose data if reset unless you manually update them occassionally (dump out the data and copy it into a notecard). There is the ability to use off game storage via http. |