[Opensim-users] NPC module?

diva at metaverseink.com diva at metaverseink.com
Fri Sep 17 18:49:09 UTC 2010


It seems to me that the way that this particular module sets itself up 
is a bit unorthodox. Most modules in OpenSim check a config flag under 
the [Modules] section to see if they are supposed to be enabled or not, 
and then, if they need specific additional configuration, they should 
have their own [MyName] section in the config file.

I have no idea why on earth the NPC module is hooking up to XEngine -- 
that's just... wrong. Especially now that we have a general-purpose 
mechanism to connect scripts to modules.

So start by fixing that! :-)

Juliana Dutra wrote:
> On Opensim.ini add to xengine section
> 
> [XEngine]
> AllowOSFunctions = true
> Allow_osNpcCreate = UUID (your uuid)
> 
> 
> ------------------------------------------------------------------------
> *From:* Justin Clark-Casey <jjustincc at googlemail.com>
> *To:* opensim-users at lists.berlios.de
> *Sent:* Thu, September 16, 2010 5:47:57 PM
> *Subject:* Re: [Opensim-users] NPC module?
> 
> On 16/09/10 23:23, bodzette Coignet wrote:
>  > Hi Justin:
>  > On your blog you have a post "passing data between a script and a region
>  > module with modSendCommand()"
>  >
>  > Is that more or less how I would go about testing whether I can invoke
>  > this code?
> 
> No, you would invoke the npc via normal script commands with an os 
> prefix, e.g.
> 
> default
> {
>     touch_start(integer total_number)
>     {
>         key cloneKey = osNpcCreate("Scary", "Clone", <134, 194, 43>, 
> llDetectedKey(0));
>     }
> }
> 
> There's no real documentation of these apart from the code (in 
> OSSL_Api.cs <http://OSSL_Api.cs>).  However, they are the last four in 
> the list at
> 
> http://www.scengine.org/index.php?option=com_content&view=article&id=10:opensim-api-functions&catid=6:os-api-functions&Itemid=14 
> <http://www.scengine.org/index.php?option=com_content&view=article&id=10:opensim-api-functions&catid=6:os-api-functions&Itemid=14>
> 
> It also looks like someone else already tried them without success.  
> Which leads me to suspect that they no longer work.
> 
> http://www.osgrid.org/forums/viewtopic.php?f=5&t=2699 
> <http://www.osgrid.org/forums/viewtopic.php?f=5&t=2699>
> 
> Remember, you will need to enable OSSL functions at a High threat 
> level.  Information on how to do this should be
> available via Google.
> 
>  >
>  > On Thu, Sep 16, 2010 at 3:36 PM, Justin Clark-Casey
>  > <jjustincc at googlemail.com <mailto:jjustincc at googlemail.com> 
> <mailto:jjustincc at googlemail.com <mailto:jjustincc at googlemail.com>>> wrote:
>  >
>  >    On 16/09/10 22:27, bodzette Coignet wrote:
>  >
>  >        No, I'm talking about the NPC module that's in the opensim
>  >        source code
>  >        found at the following location in the source tree:
>  >
>  >        OpenSim\Region\OptionalModules\World\NPC
>  >
>  >        Does *nobody* know who the original dev is that did this work?
>  >
>  >
>  >    That module has been there for ages.  You should be able to find out
>  >    who created it by looking in the git logs.
>  >
>  >      >From a quick code inspection, it looks like the CreateNPC method
>  >    needs to be triggered to get anything to happen.  This is hooked up
>  >    to the osNpcCreate() command (in the OSSL_Api.cs file).  You could
>  >    try invoking this command via an in-world script - it looks like
>  >    you'll need the uuid of an existing avatar to get going.  There are
>  >    some other os commands there which appear to the NPC module (say,
>  >    move, remove).
>  >
>  >    It's also very possible that this module doesn't work any more - I
>  >    haven't heard of anybody trying to use it for a long time.  The only
>  >    way to find out is to try it.
>  >
>  >    --
>  >    Justin Clark-Casey (justincc)
>>    http://justincc.org
>>    http://twitter.com/justincc
>  >
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> 
> -- 
> Justin Clark-Casey (justincc)
> http://justincc.org
> http://twitter.com/justincc
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