[Opensim-users] Animating NPCs without osNpcPlayAnimation
Dr Ramesh Ramloll
r.ramloll at gmail.com
Tue Jun 4 18:14:50 UTC 2013
Hello dz,
since objects need to be rezzed before they can listen and then get
updated, I am wondering whether your approach based on
llRemoteLoadScriptPin also allows update of objects contained in prims
before they are actually rezzed. This will be helpful for my
particular case partly because I am functioning close to the max.
number listeners allowed per region. I have no control on that number
because I am using a hosted opensim solution.
R
On Tue, Jun 4, 2013 at 1:49 PM, dz <dz at bitzend.net> wrote:
>
> On 4 June 2013 06:19, Dr Ramesh Ramloll <r.ramloll at gmail.com> wrote:
>
>> Hello
>
>>Since my application deals with hundreds of such situations, that
>> would be hard work in the future ... because as we well know updating
>> code for complex stuff in opensim is so inefficient because there are
>> no way to propagate changes for scripts that are used often in
>> different objects.
>
> Propagating scripts to objects is accomplished the same way in OpenSim as it
> is in Second Life,
> described in llRemoteLoadScriptPin. For objects that need regular updates,
> I just assign a unique
> Script Pin to each type of object and include a listen on a unique channel
> in the scripts that need to be updated.
> Processing the update then is as easy as dropping a master object with all
> the new inventory items, and an update script.
> The master object does a regionsay on the assigned channel, and every object
> that responds gets the inventory updated with the current contents of the
> master object including the new scripts. Once the basic script is in place
> you can update it to provide lists of region objects, or an update history
> you can compare to find objects that have gone "off".
>
> Eventually you will probably discover that it is easier to break the update
> functions out of the item scripts and use a generic update script in
> addition to the objects functional script... 2 scripts per object 1 for
> update comms and the other to be updated...
>
> The other use case you need to make exceptions for is attached objects. You
> cannot update someones else object with this process while the object is
> attached. For HUD devices one rarely wants to update them all while being
> worn anyway. The obvious solution is to have folks enter a location where
> an updater is , place the attached object in the ground/table and run an
> update with commands "whispered" to limit the effective distance of the
> broadcast... ( i.e. only update the objects sitting on the "update" table)
>
> This design has been working for me over 2 years now and I regularly do
> updates to objects with 10-150 copies in the current region with a very very
> small error rate. I also use the update option to re-install and re-start
> objects that get shut down/confused when regions fail in odd ways... Its
> way easier to click an update button than to find and manually script reset
> dozens or hundreds of items
>
> d
>
>
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--
'Consider how the lilies grow. They do not labor or spin.'
Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC, Affiliate
Research Associate Professor, Idaho State University, Pocatello, ID
83209 Tel: 208-240-0040
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