Something I've had issues with is making stuff that communicates with other stuff easily configurable. It'd be nice if we could utilize build tools in conjunction with LSL to do this.
The simulator is already aware of what is selected, so it shouldn't be too difficult to expose it via LSL.
Think of the following:
I make two teleporters, instead of going through making the resident copy UUIDs or set up channels, they can just select the two teleporters then do
/1234 link
and they are linked automatically.
Ideally, it would return a list of objects (up to a limit, I'm aware large amounts of objects can be selected at once, enough to cause a stack heap collision), with the first entry being the last object someone selected.
As for the function signature, maybe something like
llGetSelectedList(key agent, list options)
. Might want to put it behind some sort of permission though if it is someone other than owner.
Might be useful to have a singular
llIsSelectedBy(key agent);
as well, to avoid having to do loops / list index checking in timers / events.