Okay, good to know.
Thank you for helping us trace down the source of the problem Handy.
Handy Low wrote:It does seem to be client-side, at least according to this thread in the Firestorm JIRA. And it's not just Firestorm, but all viewers, and it's at least 7 years old. In fact, it's likely that the number shown never was reliable.
They mention that if a linkset is re-rezzed the link numbers are OK. That would explain why you weren't able to see the problems with Mike's test object.
string name = llGetLinkName(llDetectedLinkNumber(0));
if (name == "1") {
// Processing for 1 key
}
else if (name == "2") {
// Processing for 2 key
}
[etc]
Handy Low wrote:There's no need to redesign the whole object just because of this bug!
As Ilan says, you just need to use the name of the prim instead of the link number. Name each prim with the number it represents, and use something like this (at its simplest, and untested since I'm not logged in):
- Code: Select all
string name = llGetLinkName(llDetectedLinkNumber(0));
if (name == "1") {
// Processing for 1 key
}
else if (name == "2") {
// Processing for 2 key
}
[etc]
Besides, this method has the advantage that you don't need to worry about the link order when you change the prims in the linkset. I never, ever use hard-coded link numbers in my scripts.
EDITED TO ADD: UV coordinates do generally have their origin at the bottom left, not the top left, so llDetectedTouchUV is correct. See this document about OpenGL UV mapping.
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