Sorry, but this is ambiguous. At the question "Why should some script to be manually reset(…)", the answer was given: "they don't, you can reset them automatically with correct change state".
If the question is actually "why should they be reset?". My personal answer is: It sounds logical to me that a script relying on the region needs adjustments when the region conditions change. But actually, in most cases, a reset is not really needed, it's just the lazy way to ensure everything is done after changes. I have some scripts which I don't reset and where I just force some checks, using sates or a function, when conditions changes (owner, region, attached, …). About the question "Is this to be considered a bug?", if your script does not reset when you use the correct change state, it would be a bug. -- http://www.speculoos.net/ secondlife://speculoos.net:8002/ Speculoos, the belgian cookie-flavored metaverse Le 30 mars 2012 à 10:29, Salahzar Stenvaag a écrit : > Thanks for your answers, they are all quite clarifying especially Justin's > remark on stopping/starting which seems an easy and practical workaround. > (I'm also impressed by the fact that many of you did answer so rapidly, this > means that opensim scripting community is NOT small, should be some way to > exchange tricks and tips somewhere). > > My original question however is NOT how to force the restart of the script > after a restart (actually I checked my script and it used 256, so probably I > have to change it to 1024, and that probably would solve the problem). > > The core of the question IS: Why should some script to be manually reset to > retain their original behaviour? Is this to be considered a bug and so I > should file a Mantis, or your experience is different? (Maybe I have to set > up some particular things in opensim.ini or I erroneously set a different > setup. For instance I set up to NOT delete scripts at startup in my sims, and > this might be interacting with other behaviour?). > > Maybe when region restarts some events are forgotten to be reinstalled from > the simulator script engine? I'm very curious to understand how the XEngine > is working so to have a look and figure out myself what's happening. Is there > any documentation on this piece of code? > > Thanks for your feedbacks and helps, > salahzar > > On Fri, Mar 30, 2012 at 4:22 AM, Justin Clark-Casey > <[email protected]> wrote: > On 29/03/12 20:34, Salahzar Stenvaag wrote: > Hi, I programmed a teleport which uses osTeleportAgent when touched or > collistion start (volumedetect), and it works > correctly, but whenever region restarts it MUST be reset manually to work > correctly. > I also added change() event checking for 255 changed value to resetscript > when region restart is detected but it seems > not working. > Version used is 0.7.3-post fixes. > > Do you observe in your sims the same behaviour? I noticed that many scripts > need to be reset after a while otherwise > they are not working :( > Since I'm seeing that recently scripting had a real improvement in OpenSim it > is a pity that we don't have a way to be > sure they are correctly working . I keep telling people that they need to > restart scripts in opensim whenever they > notice strange behaviours, and this appeared true for many cases... > > > I'm now seeing that starting from 0.7.3 version is possible to stop / show / > start all scripts maybe it is possible to > reset all scripts? > > stop/start is equivalent to a reset I think, whilst suspend/resume preserve > state. > > -- > Justin Clark-Casey (justincc) > http://justincc.org/blog > http://twitter.com/justincc > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev
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