Difference between revisions of "Talk:On rez"
(New section: Disambiguation) |
Mardu Kuhn (talk | contribs) (→Sim restart: new section) |
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A disambiguation notice should probably be added to the page, to avoid confusion among people looking for the third party OnRez viewer. | 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) | [[User:SignpostMarv Martin|SignpostMarv Martin]] 04:34, 26 December 2007 (PST) | ||
== Sim restart == | |||
Is on_rez triggered when a sim is restarted? |
Revision as of 01:24, 21 February 2010
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:
- Copied/moved from inventory.
- Creating a new script in an object.
- Saving/resetting a script already in an object.
- Using the Shift-Drag technique to duplicate an existing rezzed object.
- Copying/moving an object, that has a script inside it, from inventory to the world.
- Sending a script via llGiveInventory.
- 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)
Sim restart
Is on_rez triggered when a sim is restarted?