Talk:LlSensorRepeat

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Scanning adjacent regions

If I remember correctly using llSensorRepeat you can get sensor data from adjacent regions every (I think) 5 seconds. Should we include this information in the article? This does not affect llSensor. I am not sure if this has been fixed in previous updates. --TxMasterG Ping 15:06, 10 April 2007 (PDT)

I've not heard of this restriction before but if it can be verified then it belongs in the caveats section. I have not done worked with llSensorRepeat in a long time. -- Strife Onizuka 20:18, 10 April 2007 (PDT)

It seems to me that if you use 0 as your 'type', it never runs sensor() or no_sensor(). Why is this? How can I make it detect everything?

Try ACTIVE | PASSIVE | AGENT -- Strife Onizuka 10:10, 17 May 2008 (PDT)

The initial description is misleading: "Performs a single scan [..] and repeats every rate seconds." In fact, it lies dormant for rate seconds after the call, and then fires the first scan. Tali Rosca 10:31, 15 October 2008 (PDT)

I'll work on clarifying that. -- Strife (talk|contribs) 11:50, 15 October 2008 (PDT)

Confirmed false positives

llSensorRepeat does in fact return false positives from thousands of meters away. This is to include adjacent simulators. These false positives even override safety detections such as llOverMyLand from within a sensor event. The use of llSensor in a timer event as opposed to llSensorRepeat behaves properly. When detecting agents for the purposes of tresspass warnings or ejections this is extremely bad (especially if you intend to maintain a friendly relationship with your neighbors).

I should like to note, however, that while this is a nuissance, it does function properly within it's OWN simulator {as far as not overriding say llOverMyLand( llDetectedkey(X)) } .. All of this holds true compiled for MONO as well as LSL.

I have submitted support tickets for this, and we could all probably benefit from a little higher escalation on it if everyone who has encountered this does the same.

Cheers,

Mel