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Key: SVC-1496
Type: New Feature New Feature
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Huns Valen
Votes: 4
Watchers: 0
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2. Second Life Service - SVC

Parcels containing active scripts with llTeleportAgentHome() and/or llEjectFromLand() (with right permissions) can be detected & show up on the map.

Created: 09/Feb/08 09:55 PM   Updated: 18/Feb/08 10:08 PM
Component/s: Scripts
Affects Version/s: None
Fix Version/s: None

Environment: EVERYWHERE


 Description  « Hide
Most people who don't want interlopers on their property are kind enough to put up hideous ban lines, but there are a few who use ejection scripts that wait for you to cross over onto their parcel before booting you out or sending you home. This turns the skies, roadways, and rivers of SL into a virtual minefield. It is the bane of all vehicle enthusiasts and makes casual exploration a TOTAL DRAG. Over the years, we've tried to get people to put DELAYS on these irritating scripts, but there are still plenty of them out there that don't wait at all.

Conditions:
(Script contains llEjectFromLand() OR Script contains llTeleportAgentHome) AND Script has permission to actually eject or teleport AND script is active

When this happens, SL presents the following ways to find out about it:
* LSL call to determine whether parcel meets the criteria
* Parcel shows up in a different color on the minimap, if user has toggled the option on their client (might be good to default this to ON). Per suggestion from Aodhan McDunnough here: http://www.sluniverse.com/php/vb/general-sl-discussion/6828-proposal-know-when-you-can-ejected-teleported-script-before-entering-parcel.html#post147587 , you would only be warned if you were within a certain distance of any object in the parcel that contained an "armed" script.
* Something like ban lines, hopefully really obvious from a great distance if you are moving fast enough

This would make it MUCH more feasible to explore - especially in vehicles, where getting ejected can mean you have to relog.

 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
WarKirby Magojiro - 10/Feb/08 07:03 AM
I don't think this is so easy to do. For a start, such scripts can be worn in attachments, or moving objects. Then there are cases where the ejecting object itself isn't actually in the parcel. For example, yo might have one master eject system and a bunch of smaller sensors passing data to it,. etc. There's also the problem of privacy. I don't suppport anything that gives other people insight into what my scripts do.

There are also cases where this might return false positives. For example, a sandbox monitoring syustem which bans people who are spamming the place up. But does not normally eject people, and is actually quite welcoming to vehicles.

Huns Valen - 10/Feb/08 02:14 PM
One of the conditions is that the script has permission to actually eject or teleport, so people who have some kind of attachment or weapon that can do that won't raise the flag if they are not over a parcel where their scripts can actually do this.

I don't see why a person would object to my finding out that their script can eject or teleport me. After all, I'm going to know it can do that the second it does so. It is not a secret that scripts can do this in the first place, so I don't see the basis for complaints.

The case of an ejection system that only triggers when it detects someone typing too many words seems pretty rare compared to the type that just unceremoniously kicks you out, and I don't mind a few false positives here and there if I can also easily steer clear of the instant ejection areas.

For multiple plots served by an ejector on only one of them, it could "red out" all of the plots for which the script had the power to remove someone.