[Opensim-dev] Major issue with core code.
Wade Schuette
wade.schuette at gmail.com
Sun Mar 27 15:02:20 UTC 2011
Here's an easy to understand snippet of code that does the job, regardless
how inelegant.
====
// The function is to find out what prim numbers correspond to those names
right now (in case it has changed).
// Author : Wade Schuette; Date: March 27, 2011;
// Anyone is free to copy modify transer or whatever this code (just take
off my name if you do!)
// Note: I'm sure there are vastly more elegant ways to keep all the
specific names out of the routines,
// and put them into lists at the start, but my goal was just to illustrate
a very simple way that works
// and can be read by a new scripter.
// global variables set as a side-effect of the getPrimNums() call;
// My example linked set is a body with various parts. This code is run
from the root;
integer heart;
integer liver;
integer stomach;
// subroutine to find which prim corresponds to known names, by brute force
exhaustive search.
getPrimNums()
{
integer i;
integer numPrims = llGetNumberOfPrims();
llSay(0, "This link set has " + (string) numPrims + " prims.");
for (i=1; i <= numPrims; i++)
{
llSay(0, "Prim " + (string) i + " is " + llGetLinkName(i) );
if (llGetLinkName(i) == "heart") { heart = i;}
else if (llGetLinkName(i) == "liver") { liver = i;}
else if (llGetLinkName(i) == "stomach") { stomach = i;}
}
}
default
{
state_entry()
{
getPrimNums();
// OK, those are assigned and the integers can be used in your code.
llSay(0, "Please confirm from the list above...");
llSay(0, "Heart is prim number " + (string) heart);
llSay(0, "Stomach is prim number " + (string) stomach);
llSay(0, "Liver is prim number " + (string) liver);
}
}
====
On Sun, Mar 27, 2011 at 9:16 AM, Marck <marck00 at nexgo.de> wrote:
> The prim numbering used to change even when an object crossed a region
> border. This was fixed some time ago.
>
> For an example how to circumvent this issue in a script, see
> http://forums.osgrid.org/viewtopic.php?p=10732#p10732. A more generalized
> solution of this can be found in thread "Single Script Color/Linkset
> Changer"; in both cases, the relevant function is named "getLinkNums". The
> basic idea is to put a label either in the linked prim's name or description
> field and then retrieve the proper prim number by searching for the
> label(s).
>
> Michael Cerquoni wrote:
>
>> Any chance you have an example of how you do this that you can share? I
>> would like to see how your doing this.
>>
>> On Sun, Mar 27, 2011 at 1:41 AM, Wade Schuette <wade.schuette at gmail.com
>> <mailto:wade.schuette at gmail.com>> wrote:
>>
>> Just a note - While I agree entirely that the prim order should stay
>> constant for an object the user hasn't changed, as an application
>> developer I always start by polling all linked prims to determine
>> which one is which number (today), and then work off that list.
>> Otherwise, adding a single new prim to the object, or unlinking it
>> in order to resize or retexture a prim that refuses to change when
>> linked, will totally break the user script, and is maddening.
>> With polling, I can unlink or relink or add pieces whenever I feel
>> like it and the code doesn't break. The one extra step only has to
>> be written and debugged once and used as a utility subroutine after
>> that. What WOULD kill it is if the root prim changed, of course.
>>
>> And, I developed that habit in Second Life, although it's totally
>> crucial in OpenSim since we have to keep unlinking complex objects
>> in order to change a stubborn linked prim that refuses to change
>> while it is linked. Why is THAT, by the way? Can THAT be fixed?
>>
>> Wade
>>
>>
>>
>> On Sun, Mar 27, 2011 at 4:01 AM, Michael Cerquoni
>> <nebadon2025 at gmail.com <mailto:nebadon2025 at gmail.com>> wrote:
>>
>> I spoke to Melanie, she says she has a fix for this! apparently
>> this has been an issue for a while, I had no idea, thanks
>> Melanie :D
>>
>> On Sat, Mar 26, 2011 at 11:44 PM, Michael Cerquoni
>> <nebadon2025 at gmail.com <mailto:nebadon2025 at gmail.com>> wrote:
>>
>> I have just stumbled across a major problem with the core
>> code, it seems that every time we rez an object its linkset
>> prim order is changing. This makes it impossible to script
>> things that call upon a certain # in the link-set. I have
>> filed a mantis:
>>
>> http://opensimulator.org/mantis/view.php?id=5421
>>
>> see screenshots of issue here:
>>
>> http://www.onikenkon.com/screenshots/link_order_issue_01.png
>> http://www.onikenkon.com/screenshots/link_order_issue_01.png
>>
>> This is a major issue that should be resolved before 0.7.1
>> is tagged i believe.
>>
>> --
>> Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org
>>
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>
--
R. Wade Schuette, CDP, MBA, MPH
6751 Scio Church Rd.
Ann Arbor, MI 48103-9270
cell: 1 (734) 635-0508
fax: 1 (734) 864-0318
wade.schuette at gmail.com
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