Difference between revisions of "Talk:On rez"

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(Object Duplicate)
 
(New section: Disambiguation)
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# Sending a script via llRemoteLoadScriptPin.
# Sending a script via llRemoteLoadScriptPin.
As far as I can tell, there is no way to tell, programmatically, between numbers 1, 2, 3, and 4.  Number 5 keeps the script's state and fires on_rez; Number 6 sends the script to the other object in a deactivated way; And number 7 can send a start parameter.  Yet, to me, it seems that #4 ''should'' fire on_rez.  Any reasons why not?  If doing number 4 reset the script, then called on_rez, it could be easily detected.  [[User:Cron Stardust|Cron Stardust]] 00:42, 26 December 2007 (PST)
As far as I can tell, there is no way to tell, programmatically, between numbers 1, 2, 3, and 4.  Number 5 keeps the script's state and fires on_rez; Number 6 sends the script to the other object in a deactivated way; And number 7 can send a start parameter.  Yet, to me, it seems that #4 ''should'' fire on_rez.  Any reasons why not?  If doing number 4 reset the script, then called on_rez, it could be easily detected.  [[User:Cron Stardust|Cron Stardust]] 00:42, 26 December 2007 (PST)
== Disambiguation ==
A disambiguation notice should probably be added to the page, to avoid confusion among people looking for the third party OnRez viewer.
[[User:SignpostMarv Martin|SignpostMarv Martin]] 04:34, 26 December 2007 (PST)

Revision as of 05:34, 26 December 2007

Object Duplicate

It seems that this event does not fire when an object is duplicated in-world using the Shift-Key + Drag-Posistion-Arrow technique. I wonder.. Is there a way (in LSL) to detect this occurance? As I see it there are a few ways for a script to appear in-world:

  1. Copied/moved from inventory.
  2. Creating a new script in an object.
  3. Saving/resetting a script already in an object.
  4. Using the Shift-Drag technique to duplicate an existing rezzed object.
  5. Copying/moving an object, that has a script inside it, from inventory to the world.
  6. Sending a script via llGiveInventory.
  7. Sending a script via llRemoteLoadScriptPin.

As far as I can tell, there is no way to tell, programmatically, between numbers 1, 2, 3, and 4. Number 5 keeps the script's state and fires on_rez; Number 6 sends the script to the other object in a deactivated way; And number 7 can send a start parameter. Yet, to me, it seems that #4 should fire on_rez. Any reasons why not? If doing number 4 reset the script, then called on_rez, it could be easily detected. Cron Stardust 00:42, 26 December 2007 (PST)

Disambiguation

A disambiguation notice should probably be added to the page, to avoid confusion among people looking for the third party OnRez viewer. SignpostMarv Martin 04:34, 26 December 2007 (PST)