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Broken Scripts in 1.12

Stroker Serpentine
Unadultercated
Join date: 8 Nov 2003
Posts: 202
08-25-2006 12:07
Not sure if this has been posted yet...FYI:

New script problems:

- llRemoteLoadScriptPin(...) has a serious bug in it: when called with running=TRUE, the script is loaded in the target and runs but when opened it shows as not running.
It is not possible to set it to running in the script window. It looks like the script will run twice (!!!) when recompiled.

- llRemoveInventory(llGetScriptName()) often fails with a message Missing inventory item ''

- It seems that removing a script and then using llRemoteLoadScriptPin to load a new version of it (with the same name) can remove the new script as well

- Removed scripts turn up in the inventory as "Old Script". Trying to open them will give an error Script is missing from database.
Russell Hansen
Texi pets are here!
Join date: 11 Apr 2006
Posts: 107
08-25-2006 15:59
OMG I just tried it out and you're right. With only a week till I release the Texi Pets, this means I can't make any updates until it is fixed. Did you bug report it?

*EDIT*

Oh great, every time I select the "report bug" option, it crashes SL.
Shyotl Kuhr
Registered User
Join date: 15 Jun 2005
Posts: 105
08-25-2006 16:09
From: someone
Release Notes for Second Life 1.12.0(14) August 25, 2006
=====================================
* Fixed script event change() not firing when script dropped into object
inventory


I hope they fixed the underlying problem for all these other broken lsl functions with this. Can only hope. Anyone have a clue what sims have been updated yet?

Edit: Found an updated sim. The issues seem to have been resolved. GetScriptName() is working, RemoteLoadScriptPin seems to be functioning correctly, etc.
WhiteFire Sondergaard
Registered User
Join date: 17 Jun 2005
Posts: 21
08-26-2006 05:02
I had other wierd inventory issues with the running script, and they also seem to be fine after the rolling update last night.