[sldev] Re: More on Mute Visibility

dale at daleglass.net dale at daleglass.net
Thu Jun 21 09:59:49 PDT 2007


On Thu, Jun 21, 2007 at 12:05:31PM -0400, Able Whitman wrote:
> Aside from being more complicated to implement, the by-parcel-ID approach
> raises the question of how to handle objects (liek vehicles) that are only
> transiently inside of a muted parcel.
Idea: Mute gradually.

As a vehicle enters a muted parcel, make it gradually vanish. Make it
slow enough that a vehicle moving through the parcel wouldn't normally
vanish completely before it gets to the other side.

The only problem is that parcel sizes and vehicle sizes vary. 
You could make the fading speed be dependent on the parcel's size and 
vehicle's speed: Make it so that the time to fade completely is
slightly more than the time needed to cross the parcel.

> That's a really interesting idea, but I'm not really keen about reserving a
> "special" chanel for only the viewer to listen on. Plus, which channel do
> you choose? It doesn't seem possible to guarantee that that the channel you
> pick won't already be used by some existing script somewhere. In practice
> this probably isn't an issue, but I'd much rather implement a scriptable
> muting mechanism in cooperation with server support for the feature. Then
> there can be a special message from the sim that tells the viewer "mute this
> object, please."
I have a hack for that. And it works with LLOwnerSay as well the other
chat types:

https://wiki.secondlife.com/wiki/LSL_To_Client_Communication

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