Scripting Features

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LSL functions to adjust parcel settings
I'd the ability within LSL, possibly tied to a runtime permission, to be able to adjust the following parcel settings. This would be for moderation, estate management, and event management. Parcel name (string) Parcel description (string) Parcel sale (integer price, key buyer, integer sell_objects_with_land - NULL_KEY for anyone can buy, negative price (or const) to set not for sale. Should always be possible for an object running with estate manager permission, tying this to its own runtime permission for safety would probably be wise) Everyone can: Edit terrain, fly, build, object entry, scripts Group can: build, object entry, scripts Safe (damage) Pushing Show in search (+ category) Adult content Avatars on other parcels can see and chat with avatars on this parcel Landing point (quaternion (x,y,z,rotation) - have const values for blocked TP and anywhere) Snapshot (key texture_id - NULL_KEY for default/unset) Abandon land (Possibly its own runtime permission for safety, should always succeed if owned by an estate manager) Locking these adjustments behind estate manager permissions would be acceptable but not ideal only if absolutely necessary, also completely acceptable would be a reasonable script sleep penalty to prevent unfair use of server resources or abuse. Being able to specify the position or the parcel UUID to act upon for this would be nice to allow for the efficient management of estate regions and large event spaces, possibly with a const to reference the parcel the object resides in currently for convenience in non-centrally managed applications. Any changes that are not authorized would fail and result in an error. This would greatly reduce the reliance on bots / scripted agents which are currently used to accomplish these tasks. Allowing these tasks to be completed totally on-platform would simplify event/venue and estate management dramatically and reduce the load on servers by eliminating the need for bots to idle around waiting to handle these management tasks as needed.
0
Add an agent data store for experiences
I'd like to suggest a per avatar data store for experiences. The agent data store would belong to each agent, but would be used by experience scripts to store agent data. The data would only be accessible to scripts in objects owned by the avatar and in the same experience. For example, an attached experience HUD or weapon. Other scripts would only be able to access the data indirectly via a script that has access. This would make experience data more scalable. The avatar's data would only be accessible if the avatar visits the experience. The experience data store wouldnt grow if more people join. For grid wide experiences, any avatar data could go in the avatar data store. It could make per agent data more secure. For example, you could store visitor tracking info or scores so only the avatar concerned can access their data. Personal data wouldnt be accessible to anyone who can read the experience data store. If an avatar left the experience the agent data could be automatically deleted from their data store. There would be new functions similar to the existing experience data functions: llCreateKeyValueAgent llDeleteKeyValueAgent llReadKeyValueAgent llUpdateKeyValueAgent llKeysKeyValueAgent llKeyCountKeyValueAgent llDataSizeKeyValueAgent This shouldnt increase data storage overall, as the data would otherwise be in the experience data store. There can be a limit to how much data an experience can use, it doesnt have to be a whole notecard's worth.
3
Add LinkSet data equivalent to avatars – AvatarData
Linkset data is amazing for persistent storage and sending data between scripts. Having a set of data for avatars would be great too. It would enable synchronizing settings between multiple items of the same brand a lot easier. Storing shared settings, for example access block lists for interactive attachments. Or storing settings data when before swapping to a redelivered version of the same item, that can then read it. Sending password protected data between HUDs and other attachments, instead of using chat channels. I’m sure scripters would fine plenty of uses for something like this. Functionally it should have all the features of the LinkSetData, with some differences: • No equivalent for LlLinksetDataReset, as we wouldn’t want one brand’s items destroy other brand’s item’s data. • Larger storage than 128k, as there can’t be 30k avatars in a sim, compared to regular prims, more storage shouldn’t be a problem, I’d say 1mb or more sounds reasonable starting point. • Equivalent of https://feedback.secondlife.com/scripting-features/p/edit-linksetdata-from-inside-the-viewer would be a must, with a reset all button for the viewer. We wouldn’t want a broken item filling in someone’s whole storage, so ability for the Residents to clear all data or just select data would be required. • Maybe add a permission request before item can Write/Delete AvatarData, no read permission, or auto-grant read on attach. Again, since it is permanent storage on avatar, we wouldn’t want it to be corrupted by a broken script. • In terms of documentation there should be caveats pointed out that the data can be reset at any time by the Residents and that it should not be used for storing any license key or authorization type data. • Should have a listener functionality (similar to chat listen) for specific key changes instead of an equivalent of linkset_data event, as we wouldn’t want to trigger loads of scripts on many different attachments with each change.
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