Scripting Features

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Add the ability to set an avatar's hover height through a scripted command.
Several of the body vendors include scripts to change the shape of the foot to match the shoe being worn from flat footed to on tip-toes. But when the foot shape changes, the avatar is left hovering in the air, or sinking into the ground and the hover height needs to be manually changed to reflect the new food position. I suggest adding a new LSL command to alter the hover height of the avatar. Thus: llSetAgentHoverHeight(key Agent, float Distance) ( edit to add a key field to the command. Not surf if it would needed or not. but the the behavior that if the agent key is not also the owner key that the command is either ignored, or an error is shouted on the debug channel ) The distance can either be a fixed value, or a relative value based on the current hover value. Examples. When I stand barefoot, my hover height is "0.06" -- as shown on the "Avatar > Hover Height > Set Hover Height" slider. But when I'm wearing heels my hover height is "0.170" So the "llSetAgentHoverHeight" would either need to set the static values of 0.06, 0.170, and any other needed values for the shoes in question, or adding (+0.102) to the "current' value when putting on heels, and subtracting (-0.102) from the 'current' value when putting on flats. The actual values, either static or relative would need to be established either by the shoe maker, or the shoe wearer, depending on how the script maker decides best of course.
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Enhancements to `llGiveAgentInventory` for Folder Management and Depth Expansion
Summary: Enhance llGiveAgentInventory to provide better folder management and allow deeper inventory hierarchy, enabling more complex inventory structures for scripted outfit and appearance management systems. Proposed Enhancements: New Flag for Folder Reuse - Introduce an additional flag ( TRANSFER_REUSE_FOLDER ) that, when set, will place items in an existing destination folder if it already exists, rather than creating a duplicate. - This will prevent unnecessary clutter in a user’s inventory when updating or managing scripted items. Increase Maximum Folder Depth - Expand the allowable inventory path depth from 4 levels to 8 levels when using TRANSFER_DEST . - This allows for more granular organization, which is particularly useful for modular outfit management systems where users need to organize appearance layers and accessories effectively. Use Case: A scripted outfit management system needs to store various items in a structured way, such as: #RLV | Product/Region | Outfits | Sci-Fi | Armor | Chest | V1 #RLV | Product/Region | Outfits | Sci-Fi | Armor | Chest | V2 #RLV | Product/Region | Outfits | Fantasy | Robes | Mage | Red #RLV | Product/Region | Outfits | Fantasy | Robes | Mage | Blue The current depth limitation (4 levels) makes this approach unworkable. By increasing the depth to 8, systems that manage avatar appearances dynamically can maintain organization without workarounds like splitting folders into separate deliveries and having the user manually move them. Additionally, without TRANSFER_REUSE_FOLDER , every time a scripted system attempts to add to an outfit folder, it creates duplicates, making inventory organization difficult for users. This flag would ensure updates and additions go into the existing folder seamlessly. Expected Benefits: Improved Inventory Organization – Prevents unnecessary duplicate folders when updating outfits or items. Greater Flexibility for Outfit Management – Allows deeper categorization, benefiting modular and layered appearance systems. Better User Experience – Reduces clutter and streamlines scripted inventory transfers. These enhancements will significantly improve usability for content creators and users relying on automated inventory systems. Thank you for considering this feature request!
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