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This repository was archived by the owner on Apr 4, 2025. It is now read-only.
in a script dropped into the root prim of a vehicle ie boat, after x amount of sim border crossings the script will set itself to not running.
Having collisions_start in any script in a moving vehicle will shut down said script after x amount of sim regions crossed, though this issue does not happen in older scripts with collisions.
No error messages received, the script silently sets itself to not running and if land collisions also applied the script will usually lose its mono status as well as setting itself to not running, after x amount of sim borders crossed.
my full bug test script which will revert its mono status as well as shutting down after x amount of borders, usually much quicker than the collision only event:
default
{
state_entry()
{
}
land_collision_start(vectorpos)
{ llSay(0,"You ran aground...!"); //simply detects a land/terrain collision and reports it in local chat }collision_start(integernum_detected){
if(!(llDetectedType(0) & AGENT))
{ llSay(0,"Collided ....!"); //simply excludes avatar collisions, and then reports only object collisions in local chat }
}
changed(integerchange)//// I added this just to let us know the script is still alive immediately after a sim border crossing
{
if (change & CHANGED_REGION)
{ llSay(0,"test"); //when this message is not received after crossing a border, the script has somehow set to not running and usually also lost its mono status. }
}
}
All testing done on blake sea sailing sims.
I had to debug a much larger project before discovering it was the collisions causing the issue.
UPDATE : I tried to compile the script non mono, and now it runs fine, so mono + collisions = dead script, with maybe the exception of vehicle scripts with collisions active within the drive script as I believe a permission take controls may actually be keeping the script alive in those cases. or they are all compiled in non mono.
What were you doing when it happened?
scripting and testing my scripts
What were you expecting to happen instead?
i was expecting the script i made to continue running...
Other information
I am only trying to add simple hull damage, I am curious why nobody else seems to be reporting this issue as there are no doubt many scripts in the public domain using collisions, leading me to suspect maybe scripts after a certain date using collisions will suffer this issue ?
Original Jira Fields
Field
Value
Issue
BUG-227303
Summary
collisions makes a script stop running and revert its mono status
Type
Bug
Priority
Unset
Status
Accepted
Resolution
Accepted
Reporter
SaZaN Senizen (sazan.senizen)
Created at
2019-07-07T12:51:57Z
Updated at
2019-07-09T09:02:20Z
{
'Build Id': 'unset',
'Business Unit': ['Platform'],
"Is there anything you'd like to add?": 'I am only trying to add simple hull damage, I am curious why nobody else seems to be reporting this issue as there are no doubt many scripts in the public domain using collisions, leading me to suspect maybe scripts after a certain date using collisions will suffer this issue ? ',
'ReOpened Count': 0.0,
'Severity': 'Unset',
'System': 'SL Simulator',
'Target Viewer Version': 'viewer-development',
'What just happened?': 'using \r\ncollision_start(integer num_detected){\r\n \r\n if(!(llDetectedType(0) & AGENT)) { \r\n llSay(0,"Collided ....!"); \r\n \r\n }\r\n }\r\n\r\nin a script dropped into the root prim of a vehicle ie boat, after x amount of sim border crossings the script will set itself to not running.\r\n\r\nHaving collisions_start in any script in a moving vehicle will shut down said script after x amount of sim regions crossed, though this issue does not happen in older scripts with collisions.\r\n\r\nNo error messages received, the script silently sets itself to not running and if land collisions also applied the script will usually lose its mono status as well as setting itself to not running, after x amount of sim borders crossed.\r\n\r\nmy full bug test script which will revert its mono status as well as shutting down after x amount of borders, usually much quicker than the collision only event: \r\n\r\ndefault\r\n{\r\n state_entry()\r\n {\r\n }\r\n land_collision_start(vector pos) {\r\n llSay(0,"You ran aground...!"); //simply detects a land/terrain collision and reports it in local chat\r\n \r\n }\r\n collision_start(integer num_detected){\r\n \r\n if(!(llDetectedType(0) & AGENT)) { \r\n llSay(0,"Collided ....!"); //simply excludes avatar collisions, and then reports only object collisions in local chat\r\n \r\n }\r\n }\r\n \r\n changed(integer change)//// I added this just to let us know the script is still alive immediately after a sim border crossing\r\n {\r\n if (change & CHANGED_REGION)\r\n {\r\n llSay(0,"test"); //when this message is not received after crossing a border, the script has somehow set to not running and usually also lost its mono status.\r\n }\r\n }\r\n}\r\nAll testing done on blake sea sailing sims.',
'What were you doing when it happened?': 'scripting and testing my scripts ',
'What were you expecting to happen instead?': 'i was expecting the script i made to continue running...',
'Where': 'all testing was done on the blake sea sailing sims.',
}
The text was updated successfully, but these errors were encountered:
checking the script after some time I will find it has set itself to not running, maybe even lost its mono status, after x amount of sim borders crossed when script is placed in the root prim of a any boat.
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What just happened?
(This bug affects only mono script)
using
in a script dropped into the root prim of a vehicle ie boat, after x amount of sim border crossings the script will set itself to not running.
Having collisions_start in any script in a moving vehicle will shut down said script after x amount of sim regions crossed, though this issue does not happen in older scripts with collisions.
No error messages received, the script silently sets itself to not running and if land collisions also applied the script will usually lose its mono status as well as setting itself to not running, after x amount of sim borders crossed.
my full bug test script which will revert its mono status as well as shutting down after x amount of borders, usually much quicker than the collision only event:
All testing done on blake sea sailing sims.
I had to debug a much larger project before discovering it was the collisions causing the issue.
UPDATE : I tried to compile the script non mono, and now it runs fine, so mono + collisions = dead script, with maybe the exception of vehicle scripts with collisions active within the drive script as I believe a permission take controls may actually be keeping the script alive in those cases. or they are all compiled in non mono.
What were you doing when it happened?
scripting and testing my scripts
What were you expecting to happen instead?
i was expecting the script i made to continue running...
Other information
I am only trying to add simple hull damage, I am curious why nobody else seems to be reporting this issue as there are no doubt many scripts in the public domain using collisions, leading me to suspect maybe scripts after a certain date using collisions will suffer this issue ?
Original Jira Fields
The text was updated successfully, but these errors were encountered: