[Opensim-users] Script State Already Exists?

Marck marck00 at nexgo.de
Fri Oct 15 07:27:53 UTC 2010


There is another way to get rid of such objects. At least with the 0.7.x series of OpenSim, that "red spew" should list the UUIDs of the problematic scripts and/or objects. Knowing the UUID, you can issue a "kill uuid <uuid>" command on the simulator console.

When you put such a command into a file named "startup_commands.txt" in the bin directory, then you can even take care of objects that for one reason or another disrupt the start process of a simulator and prevent you from getting to the console prompt.


Chris wrote:
>    Hmm that is a thought... I did have an issue at one point where I had
> a scripted sculpted object that I made physical. It actually passed
> through the terrain and got stuck a couple thousand m below the terrain
> and was also stuck waaaaaaaaaaaaaaaaaaay far beyond the border of the
> region far out of my reach; but it was still acting like it was in that
> region. Caused a lot of endless red spew once the 0.7.X series was
> introduced which left me scratching my head for a while... Finally the
> only thing I could think of was to create an OAR, Extract the OAR to a
> folder, delete the offending object from the OAR's inventory, and then
> recompress the OAR back to a .tar.gz file, reload it back to the region
> and it got rid of the object. But is there an easier way to get rid of
> such objects that are seemingly out of the avatar's normal grasp? The
> Phoenix/Emerald viewers have the area search function that will list all
> the objects in the region... but doesn't have a way of returning the
> individual object; it's an all or nothing deal.



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