Scripting Documentation

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* Write whatever script you want there, or copy the script contents of another script in the pre-existing OpenSim library. Check [[LSL Status]] for what commands that are supported.
 
* Write whatever script you want there, or copy the script contents of another script in the pre-existing OpenSim library. Check [[LSL Status]] for what commands that are supported.
 
* Drag the script over to the contents of an object.
 
* Drag the script over to the contents of an object.
* Delete the script from the object to deactivate script.
+
* If there is an error in the script when saving or when dropped into an object an error alert is displayed for a short time. Click on the alert to display the Debug Window and the script error.
 +
* To deactivate a script, edit the script and uncheck 'Running'. This also stops error alerts when saving scripts.
 +
* Deleting the script from the object will not always deactivate a script. If a script is running in a prim and the script is deleted, the script may persist in the prim - which can be useful. Be sure scripts are not running when you wish to delete them.
 +
 
 
There are still some defects:
 
There are still some defects:
 
* Line numbers in error messages may miss by 1 or 2 lines.
 
* Line numbers in error messages may miss by 1 or 2 lines.

Revision as of 08:50, 15 May 2009

Contents

Overview

About OpenSim scripting

An important ingredient in Second Life is scripting. It is the engine that drives it all. In SL LSL (Linden Scripting Language) is the language you have to use. This language has its limitations, and is executed very slowly. But nevertheless it works and it gets the job done. Linden Lab are moving LSL scripting over to Mono in Q3 2008.

OpenSim today supports LSL,OSL and C# scripts. But with limitations:

  • Not all commands and events have been implemented. See LSL Status for details on what commands work and which don't.
  • Scripts that are running cannot cross region borders.
  • You cannot use loops inside your scripts. Actually you can use loops, but it will block other scripts from executing.

The OpenSim script engine compiles the LSL code down to .Net code that is JIT'ed to CPU native code. In effect this means that a LSL script in OpenSim should run faster than in Second Life. Stability and security: see Script Execution Sandbox.

How to use scripts in OpenSim

Have a look at the LSL wiki to learn LSL. The current procedure to get a script working in OpenSim is:

  • Create a new script in inventory. (Inventory -> Create -> New Script)
  • Write whatever script you want there, or copy the script contents of another script in the pre-existing OpenSim library. Check LSL Status for what commands that are supported.
  • Drag the script over to the contents of an object.
  • If there is an error in the script when saving or when dropped into an object an error alert is displayed for a short time. Click on the alert to display the Debug Window and the script error.
  • To deactivate a script, edit the script and uncheck 'Running'. This also stops error alerts when saving scripts.
  • Deleting the script from the object will not always deactivate a script. If a script is running in a prim and the script is deleted, the script may persist in the prim - which can be useful. Be sure scripts are not running when you wish to delete them.

There are still some defects:

  • Line numbers in error messages may miss by 1 or 2 lines.

How to contribute

The ScriptEngine is being developed by many developers. New developers are always welcome. If you want to contribute, even just a tiny little bit, have a look at the OpenSim.Region.ScriptEngine page. There is a lot of developer activity on IRC (Contact us), feel free to drop in. A blog with development status can be found at http://teddmaa.blogspot.com/.

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