in OpenSim, some objects will remember their script and thus their script can be deleted (does that actually help performance? or is it still the same whether the script is in it or not?) assuming it does help, i delete omega and sit scripts BUT . . . since i have such a hard time [...]
archive for the ‘scripts’ tag
Adventures in OpenSim: llRotBetween
A few months ago, I began work on a LSL script to assist in building a path that a scripted object could follow. I already had a script that could move a physical object around a path but didn’t have a way to assist in generating the actual path for OpenSim. I quickly determined that [...]
Scripting Tips: Configure by notecard
A long time ago, in a blog far, far away…well, it has been a long time but maybe not that long. Or maybe it has been a long time. This post has been sitting out in the queue for weeks now and I bet Ener is tired of seeing it :). Continuing on a theme [...]
Scripting Tips: Put object description to good use
Continuing on a theme beginning with “Mono Bytecode Sharing“, followed by “Does your script need socks“, this is another post describing another method to pass configuration options to scripts. I really struggled with the title of this one and just couldn’t come up with anything near as cute as “Does your script need socks“. Oh [...]
Scripting Tips: Does your script need socks?
Earlier I’d written a post on Mono and Bytecode Sharing. In that post, I mentioned that there were several ways that a script could be written to take configuration parameters. Being able to configure scripts for multiple purposes has at least two advantages. Scripts that don’t need to be compiled to make small parameter changes [...]
nice collection of sl scripts
always looking for resources, we came along this odd website, it has some really weird content but it also has a large number of lsl scripts. each script category may have one or many scripts within it we have not tried them out yet but there are some neat ones that we will try in [...]








