http://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&feed=atom&action=historyOSSL Script Library/Persist NPC - Revision history2024-03-28T13:26:54ZRevision history for this page on the wikiMediaWiki 1.19.9http://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=28336&oldid=prevMakoBot: Robot: Cosmetic changes2012-03-04T03:41:09Z<p>Robot: Cosmetic changes</p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>== Implementing NPC Persistence<br> <del class="diffchange diffchange-inline"> </del>==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>== Implementing NPC Persistence<br <ins class="diffchange diffchange-inline">/</ins>> ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The [http://lslwiki.net/lslwiki/wakka.php?wakka=llKey2Name llKey2Name] function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The [http://lslwiki.net/lslwiki/wakka.php?wakka=llKey2Name llKey2Name] function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The following script is an example of the mechanism I make use of to accomplish this task. It has been kept to the bare minimum necessary to demonstrate the concept, and to manage the NPC it creates.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The following script is an example of the mechanism I make use of to accomplish this task. It has been kept to the bare minimum necessary to demonstrate the concept, and to manage the NPC it creates.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div><source lang="lsl">// NPC Persistance Example created by Marcus Llewellyn.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div><source lang="lsl">// NPC Persistance Example created by Marcus Llewellyn.</div></td></tr>
</table>MakoBothttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26358&oldid=prevFritigern: My bad, script should not be in category OSSL2011-11-03T10:40:57Z<p>My bad, script should not be in category OSSL</p>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>[[Category:Scripts<del class="diffchange diffchange-inline">]][[Category:OSSL</del>]]</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>[[Category:Scripts]]</div></td></tr>
</table>Fritigernhttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26356&oldid=prevFritigern at 10:38, 3 November 20112011-11-03T10:38:02Z<p></p>
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</table>Fritigernhttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26354&oldid=prevMakopoppo: Reverted edits by 7Nqe93KzcT (talk) to last revision by Marcus Llewellyn2011-11-03T05:05:46Z<p>Reverted edits by <a href="/wiki/Special:Contributions/7Nqe93KzcT" title="Special:Contributions/7Nqe93KzcT">7Nqe93KzcT</a> (<a href="/index.php?title=User_talk:7Nqe93KzcT&action=edit&redlink=1" class="new" title="User talk:7Nqe93KzcT (page does not exist)">talk</a>) to last revision by <a href="/wiki/User:Marcus_Llewellyn" title="User:Marcus Llewellyn">Marcus Llewellyn</a></p>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>When a <del class="diffchange diffchange-inline">[http://www.sproutseo.com SEO service] </del>simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Implementing NPC Persistence<br>  ==</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Implementing NPC Persistence<br>  ==</div></td></tr>
</table>Makopoppohttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26353&oldid=prev7Nqe93KzcT at 04:31, 3 November 20112011-11-03T04:31:52Z<p></p>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>When a <ins class="diffchange diffchange-inline">[http://www.sproutseo.com SEO service] </ins>simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Implementing NPC Persistence<br>  ==</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Implementing NPC Persistence<br>  ==</div></td></tr>
</table>7Nqe93KzcThttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26066&oldid=prevMarcus Llewellyn: User:Marcus Llewellyn/NPC Scripts moved to OSSL Script Library/Persist NPC: Moved on request of Fritigern to the OSSL Script Library.2011-10-16T05:27:22Z<p><a href="/wiki/User:Marcus_Llewellyn/NPC_Scripts" class="mw-redirect" title="User:Marcus Llewellyn/NPC Scripts">User:Marcus Llewellyn/NPC Scripts</a> moved to <a href="/wiki/OSSL_Script_Library/Persist_NPC" title="OSSL Script Library/Persist NPC">OSSL Script Library/Persist NPC</a>: Moved on request of Fritigern to the OSSL Script Library.</p>
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</tr></table>Marcus Llewellynhttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26065&oldid=prevMarcus Llewellyn: Rearranged to work better as a page for a single script.2011-10-16T05:22:37Z<p>Rearranged to work better as a page for a single script.</p>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del class="diffchange diffchange-inline">= </del>NPC <del class="diffchange diffchange-inline">Scripts  =</del></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an </ins>NPC <ins class="diffchange diffchange-inline">will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not. </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del class="diffchange diffchange-inline">You'll find examples or utilities here for scripting with OSSL NPCs on this page.<br> </del></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>== <ins class="diffchange diffchange-inline">Implementing </ins>NPC Persistence<ins class="diffchange diffchange-inline"><br> </ins> ==</div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del class="diffchange diffchange-inline"><br> </del></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div></div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>== NPC Persistence <del class="diffchange diffchange-inline">across simulator restarts </del> ==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div> </div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del class="diffchange diffchange-inline">When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not. </del></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The [http://lslwiki.net/lslwiki/wakka.php?wakka=llKey2Name llKey2Name] function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The [http://lslwiki.net/lslwiki/wakka.php?wakka=llKey2Name llKey2Name] function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated.  </div></td></tr>
</table>Marcus Llewellynhttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26061&oldid=prevMarcus Llewellyn: Removed an unused global variable from the script.2011-10-15T07:47:51Z<p>Removed an unused global variable from the script.</p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>string firstname = "Dwight";</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>string firstname = "Dwight";</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>string lastname = "Smith";</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>string lastname = "Smith";</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del style="color: red; font-weight: bold; text-decoration: none;">rotation npcrotation = <0.0, 0.0, 0.0, 0.0>;</del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>integer dead = FALSE;</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>integer dead = FALSE;</div></td></tr>
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</table>Marcus Llewellynhttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26060&oldid=prevMarcus Llewellyn at 07:37, 15 October 20112011-10-15T07:37:12Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== NPC Persistence across simulator restarts  ==</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== NPC Persistence across simulator restarts  ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that <del class="diffchange diffchange-inline">control </del>an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that <ins class="diffchange diffchange-inline">controls </ins>an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The [http://lslwiki.net/lslwiki/wakka.php?wakka=llKey2Name llKey2Name] function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The [http://lslwiki.net/lslwiki/wakka.php?wakka=llKey2Name llKey2Name] function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated.  </div></td></tr>
</table>Marcus Llewellynhttp://opensimulator.org/index.php?title=OSSL_Script_Library/Persist_NPC&diff=26059&oldid=prevMarcus Llewellyn at 07:24, 15 October 20112011-10-15T07:24:16Z<p></p>
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<td colspan='2' style="background-color: white; color:black;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black;">Revision as of 07:24, 15 October 2011</td>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>== NPC <del class="diffchange diffchange-inline">Persistance </del>across simulator restarts  ==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>== NPC <ins class="diffchange diffchange-inline">Persistence </ins>across simulator restarts  ==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that control an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that control an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.  </div></td></tr>
</table>Marcus Llewellyn