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Strife Onizuka added a comment - 18/May/08 01:19 PM
I think the right name would be PRIM_TEXT
regardless of what the constant is called, the function is truly desirable.
I don't think this feature will be implemented in the near future - it's not a major issue and, to be honest, would probably cause another wave of bugs that we wouldn't need to handle.
llSetText() modifies the prim's properties and isn't an active script function - same with llParticleSystem(). I'm pretty sure that this would help some scripters, but overall, the impact of 3, 5, or even 10 constantly passive scripts in an object is price Linden Labs is willing to pay to prevent adding more functions to LSL - especially during the Mono transition. I think you are missing the point. In order to alter the floating text on a prim you need to have a script in the prim that will receive a link message, extract a string, vector, and float from the message and then set the text based on that information. Remember that link messages do not have support for vectors or floats, so there will have to be some kind of encoding method used that also costs script time. Add to this the need for the indevidual prims to sort all incomming link messages for those addressed to them and we have a lot more script time being used that a simple call to the suggested llSetLinkText().
You also need to take into account that even an idle script will take up script time in the region. A minimum of 0.02 seconds according to the estate tools. Common situations where we can all see a noticable benifit are malls full of vending machines, and avatars wearing HUDS. I can not see any possible BUG that could come out of setting floating test. Darling Brody EDIT: >>llSetText() modifies the prim's properties and isn't an active script function - same with llParticleSystem().
But we have already e.g. llSetLinkColor or llSetLinkAlpha, which are prim properties, too. Yes, I am tired, too, to place in every child of a HUD where I want to display text a script which is driven by a llMessageLinked. And although the script is inactive most of the time, waiting for a linked message event, it still occupies some simulator memory for it's VM. I think it would be not too difficult to implement this function, I dont see where it could influence other code so much that lot of new bugs would appear, maybe LL could at least implement it in the mono driven LSL. This would be a useful addition. Even if the llSetLinkText() needs a sleeptime.
Note: On the mono-simulator memory is handled dynamicly for both Mono and LSL scripts. Small scripts won't use a lot of memory This would be a very useful feature. I currently hack around it with link messages and a script in the target prim, but that is very wasteful. Especially post server 1.27 when memory limits are in place. The difference in script time on a simple color-coded radar are enormous. Up to 0.60ms using multiple prims, vs about 0.05ms with a single control script.
Categorized feature request into 'scripts' component, as a new LSL function is being requested.
It seems obvious, today there should be NO NEED for putting a script into a child prim unless for very specific reasons, wich to me does not include hover texts or particles.
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