[Opensim-users] Creating objects in a region module

Karl Haas haaskarl81 at gmail.com
Tue Jun 14 02:38:33 UTC 2011


Thanks again for your help.

I found a possible solution at: 
http://forge.opensimulator.org/gf/project/extsim/scmsvn/?action=browse&path=%2Ftrunk%2FExtSimPlugin%2FModules%2FExtSim.cs&view=markup

I'm using a modified version of AddTouchScript. I don't know what all 
the TaskInventoryItem fields do but it works for now.

asset.Data = Encoding.ASCII.GetBytes(scriptAsString);

In this way I can assign any script to the prim.




On 06/14/2011 08:22 AM, Justin Clark-Casey wrote:
> Unfortunately, I don't know of any good example code for this.
>
> In principle, it could be done by first converting the LSL into an 
> asset, storing that asset and then creating the relevant item.
>
> OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.AddNotecard() 
> provides a good template here.  You might be able to replace the 
> AssetNotecard with AssetScriptText instead.
>
> If you don't need to generate them dynamically, then you might want to 
> consider storing scripts directly in the region and copying them or 
> rezzing the containing items as appropriate.  Then you can save and 
> load the required OAR along with your region module code.
>
> This is messy but can be easier in some situations.
>
> On 12/06/11 05:12, Karl Haas wrote:
>> Hi Justin,
>>
>> thanks for your help!
>>
>> What's the best way to assign scripts to a prim that i create in the 
>> region module?
>> Are there any examples for the different script types (LSL, OSSL) 
>> available?
>>
>> Best regards,
>> karl
>>
>>
>> On 06/09/2011 09:04 AM, Justin Clark-Casey wrote:
>>> Hi Karl. There isn't a good region module example code for this yet, 
>>> to my knowledge.
>>>
>>> However, you may want to look at 
>>> OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs 
>>> which contains all
>>> the LSL script method implementations.
>>>
>>> You may also want to look at test code such as the package 
>>> OpenSim.Region.CoreModules.Tests since these often contain
>>> code for setting up various OpenSim structures.
>>>
>>> As a general point, please be aware that the OpenSim internal 'API' 
>>> is very inconsistent since it has grown up
>>> organically. For instance, some scene methods schedule their own 
>>> updates to viewers (e.g.
>>> SceneObjectPart.UpdateRotation()) whilst others leave this up to the 
>>> caller. Ultimately, I believe these show all be
>>> left to the caller so that callers can group update batches.
>>>
>>> On 08/06/11 02:28, Karl Haas wrote:
>>>> Hi,
>>>>
>>>> I'm trying to create SceneObjectGroups in an OpenSim region module 
>>>> and I have some problems using the Framework.
>>>> Does anyone know if there is a useful documentation or some example 
>>>> code available?
>>>>
>>>> Some questions that I have by now:
>>>>
>>>> - How can I rotate SOGs - how is Quaternion used correctly?
>>>> - How can I set the texture of a SOG or a SceneObjectPart object?
>>>> - How can I create the prims that the clients offer to create - 
>>>> PrimitiveBaseShape offers just a box, cylinder and a
>>>> sphere?
>>>> - How can I add a script to the object in order to track the 
>>>> position of the object?
>>>>
>>>> Thanks for any help in advance!!
>>>>
>>>> Best regards,
>>>> karl
>>>> _______________________________________________
>>>> Opensim-users mailing list
>>>> Opensim-users at lists.berlios.de
>>>> https://lists.berlios.de/mailman/listinfo/opensim-users
>>>>
>>>
>>>
>>
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