Search found 360 matches
- Sat Aug 21, 2021 4:38 pm
- Forum: Scripting
- Topic: Are listeners actually expensive, or is this a myth?
- Replies: 13
- Views: 6343
Re: Are listeners actually expensive, or is this a myth?
The usage cost appears to be pretty low, at least if not too many messages are being sent. Sure, OpenSim has to go over all of the potential listeners, but it can probably do this in a few ms. It only becomes a problem if you have a large number of listeners (hundreds?), or if you send many message...
- Sat Aug 21, 2021 4:25 pm
- Forum: Scripting
- Topic: Are listeners actually expensive, or is this a myth?
- Replies: 13
- Views: 6343
Re: Are listeners actually expensive, or is this a myth?
In device 1: integer setupchan = 999; integer chan = (integer)llFrand(999999); One question about this snippet. In SL it's consdiered good practice to always use negative channels for scripts so it would be integer setupchan = -999; integer chan = (integer)llFrand(-999999); Is opensim different the...
- Fri Aug 20, 2021 2:47 pm
- Forum: General Discussion
- Topic: Blackmail Photos
- Replies: 5
- Views: 3200
Re: Blackmail Photos
When I sent her the snapshot I told her it was blackmail and that I would accept cookies. Upon which, she sent me this photo that she had taken earlier without me knowing it Aww, no! We can't have hungry Dwagons at large on Kitely of course so I sent you a plate of cookies. Don't eat them all at on...
- Thu Aug 19, 2021 5:05 pm
- Forum: Scripting
- Topic: Texture changer with avatar sensor
- Replies: 9
- Views: 4336
Re: Texture changer with avatar sensor
Come to think of it, this snippet can be modified to do lots of other things too. So here's a more generic version: float distance=5.0; // Sets the distance the texture changes at integer avatarNear; default{ state_entry(){ llSensorRepeat("",NULL_KEY,AGENT,distance,PI,0.1); } sensor( integer detecte...
- Thu Aug 19, 2021 4:58 pm
- Forum: Scripting
- Topic: Scripting errors (not Kitely's, mine)
- Replies: 3
- Views: 1953
Re: Scripting errors (not Kitely's, mine)
And here it isMichael Timeless wrote: ↑Thu Aug 19, 2021 4:08 pmShe is going to post the entire script because it may be helpful to others as well.
- Thu Aug 19, 2021 4:57 pm
- Forum: Scripting
- Topic: Texture changer with avatar sensor
- Replies: 9
- Views: 4336
Texture changer with avatar sensor
Here's a nifty little snippet I wrote for Michael in response to this thread . What it does, is change the texture of an object whenever somebody comes near it: float distance=5.0; // Sets the distance the texture changes at // Change txt1 to the name of the texture when no avatar is near and // txt...
- Sun Aug 01, 2021 1:19 pm
- Forum: General Discussion
- Topic: Vehicles vanishing on sim crossing
- Replies: 7
- Views: 3731
Re: Vehicles vanishing on sim crossing
Are you allowed to share the code with us?Snoots Dwagon wrote: ↑Sat Jul 31, 2021 8:18 pmKayaker gave me 3 lines of code that, when applied to my boat (whether prim or mesh), overrode the die-on-sim-crossing problem and now the boat works perfectly.
- Sat Jul 31, 2021 8:38 pm
- Forum: Building and Texturing
- Topic: Objects disappear as zoom closer.
- Replies: 20
- Views: 15709
Re: Objects disappear as zoom closer.
In my experience, this happens regardless of the number of items linked. There's one thing I forgot to mention: the truck was not linked to the prims but it was still affected. So a huge linkset can not only cause render problems for the linkset itself but also for other objects that are nearby. Of...
- Fri Jul 30, 2021 3:25 pm
- Forum: Building and Texturing
- Topic: Objects disappear as zoom closer.
- Replies: 20
- Views: 15709
Re: Objects disappear as zoom closer.
I have experienced this several times. Do you have any huge inksets in your build, Snoots? Signature sent me a copy of the content and when I rezzed it in the Merchants Sandbox, I got all the problems with parts of the truck not rendering and prims disappearing when I zoomed in on them. The issues ...
- Fri Jul 30, 2021 4:41 am
- Forum: General Discussion
- Topic: Vehicles vanishing on sim crossing
- Replies: 7
- Views: 3731
Re: Vehicles vanishing on sim crossing
I am getting hints this may have to do with MESH boats compared to prim boats, as the object that is delf-destructing is mesh whereas another object that is all prims crosses safely. Mesh vs prims means there is much more data for the target simulator to load during a crossing. Maybe that's the key...