[sldev] LSL initiated Prim metadata was Re: Plugin architecture
Jason Giglio
gigstaggart at gmail.com
Tue Feb 27 17:13:19 PST 2007
Argent Stonecutter wrote:
> Good so far. Making the data a list rather than a string (so you can
> have an attribute similar to llParticleSystem without having to trust
> the script properly encoding it) would be good, but not essential.
>
In case you weren't paying attention (and it appears you weren't), "the
script" doesn't encode the data under my proposal, except during
development. After development is complete the new built-in LL-provided
LSL functions might indeed take a list, which it will then convert into
the proper string.
> To reduce network traffic, the sim wouldn't broadcast the attributes, it
> would broadcast a list of attribute names, so the client could only
> fetch the attributes it's interested in.
>
> Also:
>
> llGetAttributeKey(key id, string label)
Attributes would be prim specific under both proposals, not object
specific. This won't work.
> llSetAttributeKey(key id, string label, string data);
>
> For building tools, and to set attributes on avatars. Eg:
>
> change(integer what)
> {
> if((what & CHANGED_LINK) && llGetAttached()) {
> llSetAttributeKey(llGetOwner(),"extended-skeleton","centaur");
> llSetAttribute("attach-point","hind-leg");
> }
> }
>
Just keep piling on the crap. Maybe when this proposal hits 1 million
new lines of code required, you'll win some kind of award. KISS.
> llGetAttributeLink(integer link, string label)
> llSetAttributeLink(integer link, string label, string data)
>
> To head off the people who might otherwise create 300 prim wings with a
> script in each prim.
Yes. Such a functionality would be desirable under this
tagging-for-use-not-just-development scenario.
-Jason
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