[sldev] Estate Windlight Settings?

Marine Kelley marinekelley at gmail.com
Tue Apr 8 06:28:02 PDT 2008


 * Non-volatile per-user storage from scripts. (llGet/SetUserProperty)

Yes ! Me wants !!

Well actually a llGetViewerID function would be better (for my own needs)
since some of my scripts must check whether the user is on my version of the
viewer or not. It is not critical and I do it another way, but it would be
nicer, atomic, would relieve both the sim and the scripter from some
unnecessary work.

Marine



2008/4/8, Argent Stonecutter <secret.argent at gmail.com>:
>
> On 2008-04-08, at 06:10, Jason Giglio wrote:
>
> > When a feature enables new forms of creation, such as Windlight region
> > settings would, I believe that is inherently more valuable than a purely
> > user-centric feature.
> >
>
> I have to agree. Here's some platform-capital features that should be "low
> hanging fruit":
>
> * Portals or scripted teleports.  (llTeleportAgent)
>
> * Non-volatile per-prim storage from scripts. (llGet/SetProperty)
>
> * Non-volatile per-user storage from scripts. (llGet/SetUserProperty)
>
> * Selective visibility of prims. (llSetVisibilityList)
>
> All these things are analogous to capabilities that text-based shared
> worlds have had. For example, almost all of them let you embed little
> scripts in descriptions that could read public properties of the viewer and
> the object, and do things like change the description based on the number of
> times someone had looked at the object, or whether the viewer had a
> role-playing ability... so if you inspected a tree a number of times, and
> you had the ability to see magical objects, the third time you looked at it
> you would notice a door in the trunk. Opening the door would move you to an
> "inside the tree" location.
>
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